levels to give it an edge.
The map is also beautifuly done. With several levels in the map, including a water pit in the bottom, there's plenty of nooks and crannies to explore. The floors are accented with grates, so you can actually watch for your opponents in the upper levels without constantly scouting.
This map is an excellent deathmatch map and is definately worth the download! Let us know what you think, keep those comments coming!

mappack is just the DM maps that we have received for the first half of the month of March, and I am waiting to see what kind of feedback we get on this to see if I will continue to do these mappacks.
The following maps are included in this mappack:
DM-Autumns Dream
DM-Cursed Castle
DM-DenSe
DM-Steamtime
DM-BDC Basement
DM-D$K Basement
DM-Icecave Arena
DM-TempleODeath
DM-Circle
DM-Deep
DM-Medieval
DM-UnholyGrotto
CaNNoN

may have some gripes. NO OVEN! Where am I supposed to cook up my vittles? Also Ms. Stuart might have a few decorating tips like a nice festive seasonal floral display or some of your loved ones portraits. Any way, have fun with this one.
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/7210.jpg[/img]

^_^ . I thought I would make this map pack because to my knowledge most of his great maps were overlooked.
This map pack contains:
1 BR map- Biohazard
1 CTF map- Skorbut
2 DM maps- Chimera and Frozen
1 DOM map- Invasion

many hiding places. Really, get low gravity and translocator, it will make this map alot more fun. Its got new music as well, although you cant hear it at an audible level the whole time, but its new :).

been planned that way to make you really work for the flag and have a good and intense play. The overall look of the map isn't anything new but looks very well when combined. Good use of outdoors and indoors too.
DSK_Tweaker

trying not to fall down.
I\'ve created some steep hills and you\'ll always be moving on the ridge. There\'s enough room so you can dodge hostile rockets or something, but be careful, a single wrong step and you\'ll fall down.[/quote]

include that should be put in the UT2003/Music folder, put the .ut2 file in the UT2003/Maps folder as usual!
Use [url="http://www.tucows.com/system/preview/194276.html"]winrar[/url] to unpack this file.
[img]http://www.gamingfiles.com/screenshots/1/files/6967.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6967bt.jpg[/img]

oval shaped, two levels, weapons and health evenly laid out, with a hidden redeemer. The map is textured as a tin can, as it were, and its textured very well to that extent, the map has a genuine stuck in a metal container feeling. Like I said before, there is rain in this map, albeit rain that travels sideways, but its still rain, and it fits with this map, adds to the aesthetic feel. The one odd gripe about this map is the ceiling. Sure, its textured as sky, hence the rain, but thats not my gripe, the giant ut2003 box on it is, it feels entirely out of place. No harm done though. The map flows nicely with about 4 people, human, not bots, as theres no pathing. However, having alot of people on this map, say 20, not only produces what can only be described as carnage, but with a redeemer on this map, it also produces something call holy **** . If your looking for a good 4 person map, or a map for pure carnagge, this fits both areas nicely. --PhilPhoenix
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/6246.jpg[/img]

this. I realize it\'s a cheap map, but I think it\'s a nice change of pace from all these giant maps. I\'d say this is best suited for 2-4 people, but I have included 12 spawn points if you want to go nutz. Bots are not supported simply because they would not be able to shoot the ball in the hoop. I hope you enjoy this!!! :D[/quote]Like the author said, this is best for only a few players but it could be a very fast and furious game in 2v2 with all those weapons around and the goals so close to eachother :)
[img]http://www.gamingfiles.com/screenshots/1/files/6117.jpg[/img]
Click here to enlarge

bad spots, so it was the best I could do.
I will be putting out a new MATRIX map, I will release it for UT2003 and UT2004,
and if I do another map, it will probably be a Lord of the Rings map, there are
so many dark realms to create with a lord of the rings theme.
------
HINTS:
------
There is a redeemer in this map,
jump on top of the toilet paper role by link gun and bounce to get amplifier,
walk onto the toilet paper roles in upper hill area to bounce over to the sinks
(hint on bouncing to the sinks is don\'t push forward, just walk onto the roll of paper)
(now i have pushed forward after hitting jump pad to amplifier and worked ok).

enjoy it as I enjoyed making it.
Thank you Jesus for Christmas, Dregs, Clark Kent, Meaness
and all who helped beta test. Your input is valuable to me.
I hope you have fun!
Sincerly.. Indiana... V.E. Inc.[/quote]
A cool looking christmas themed map!

try, maybe you\'ll enjoy it more than you thought you would!
Thanks goes out to Alaney1 for the map!
Does this file rock, or does it suck? Let us know by casting your vote! Or post your comments and opinions about the map, we like the feedback!

Tournament\'s Tech work team. To see if they
could get their technology to get the once used power back on to fully working
order. The area worked out to be large playing ground where your going to have
to work out the best path for you and your team.

with lots of Greek architecture and statues. The map has a rectangular sort of shape, and the Domination points are at opposite ends of the rectangle. The lighting on this map has a nice outdoor feeling, and is nice and bright, which is sort of a change from the norm of darker, gloomy maps.
The textures on this map are great, with a spectacular view of the surrounding terrain of the map. All the constructs arounf the map are finely textured, and have a old, stony look to them, which is a nice look. Items in this map are spread out nicely, in the area between the DOM points, to give the attackers an edge when trying to take over the DOM points.
I really liked this map, and I think you will too, since it is a beautiful looking map, and plays very nicely in DOM.
-DoomStalker

Deathmatch and the Team Deathmatch modes as well. All eight of these levels are copyrighted by Epic Games and Toonces T. Cat, Balefire, and Hobi-Wan. They may not be used for any purpose other than game-play without the express consent of the copyright holders.
Each map has eight additional weapons built in that are usually not a part of Normal Weapons game-play. These include: the Super Shock Rifle, a Colt Peacemaker, an MP5 with Grenade Launcher, a Benneli Shotgun, the Fyrian Cannon, the PIC...or Personal Ion Cannon, Sentinel Deployer...which places either floor or ceiling mounted Sentry Guns much like those from the film Aliens, and the Sniper Rifle from the original Unreal Tournament.
Finally, the .ut2MOD file installs the Map Pack automatically, but there are many features involving the eight additional weapons which are fairly complex. To learn how to properly use the new weapons, please click on the Release Notes button when the installation is finished. You may also go into the UT2003Help directory and double-click on the file DCInvasionMaps.html at any time to get help.
-Toonces

completley into an arena, There are unforseen traps, for the unwary. Keep an eye out for things that are not what they seem, and for many, hidden and hard to access tunnels and supplies about the station.
That only the elite contestants are aware of. Will you join thier ranks, Die, or be sent to the P.O.W. Camp RAISIN-HELL-IN-THE-SUN only there to die.
Come in join the fun and discover the secerts of Space Station-422

walkways connecting both and serving as the main playing area, this map is a ballrunner's nightmare, and a defender's sloppy dream. Think Tokara Forest over hot, soupy, instant death. Attackers must transverse a narrow bridge, go through a teleporter, grab the ball, ride up an elevator...then they can make a run on the enemy base. This is no easy task, as there are only two very narrow passages to each base. A determined defender armed with a R/L and sniper rifle (both of which are easily had at each base) can hold off an army. Good team tactics are a must on this one.
I like the setup of the ball spawn area, and the use of the teleporters and elevators to get the ball is very original. Weapon placement is fine, but I question the R/L so close at hand in each base. Power-up's are sparse, but that's not a problem because death will most likely result from quick, downward acceleration followed by a nasty sudden stop in the lava. The only faults I found in this map were visually. Colors tend to clash a bit, and the lighting is a bit bright for an underground cavern. Textures are a bit bland, and seem mismatched. Lava falls are static instead of flowing, and the pool could use some bubbles and steam rising. Most of this, however, can be attributed to the author going for playable frame rates, which this map has (60-80 Avg.). The whole level looks more like UT than UT2K3, but it plays great. Function supercedes form, playability over eyecandy. A damn fine job, and worth the download.
~rAzOr~
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/7156.jpg[/img]

In essence this mod pulls a switch-a-roo with the standard BR style of play. Instead of two team goals at either end of a map, and the ball in the middle, you now have two balls (get your mind out of the gutter, you pervs) and one goal. This concept changes the way you play BR. Now, both teams can be in possession of a ball, and make a run to the goal. After one team scores, the goal is rendered useless until the next round. If you're confused, download this now and try it out. Playing this map will clarify how things work so much better than me spouting nonsense. There are some bugs that need working out, but I will direct you to the read me file for a list. As the author says, this is only the beginnings of a concept. And that concept is great. Yes, it needs some work to make it fully playable, but this idea needs to be expanded on. The few matches I played were fast paced and required a total rethink of strategies used. I can see this becoming very popular when finished. I strongly recommend you give this a try, as it may well be a taste of things to come.
THE MAP: I honestly expected a crap map. I was wrong (again : ). The author was thoughtful enough to include a DM version for your fragging pleasure. This is a three tiered circular map, and you can cross between each level using teleporters, or just T/L if that's your thing. Weapon placement is great, with all the good stuff on top, and the standard stuff easily accessible on the lower level. Flow was nice, and the map plays great. The map alone is worth the download. All in all, I really hope to see more of the same from Excelsiore.
~rAzOr~
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/7093.jpg[/img]

kept them low to increase FPS. He did a great job. I was seeing 70-80 Avg. FPS, even with 10 bots running around. Ahhh...bots, now therein lies a problem. The pathing is less than stellar, and in some places just downright awful. I try not to harp on this too much, as most gamers seek human foes for the challenge, but there are some of us who like a quick bot match before bed : ) Weapon placement is fine, with ammo close at hand, and power-up's are scattered around as well. The goals are hard to get to, but this can be a welcome departure from some other maps. Some may find this map to be a bit too big, but with the proper amount of live players, you should be fine. For a first time mapper, this is an outstanding job. I hope we see more!
~rAzOr~
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/6968.jpg[/img]

Rounded off edges, added lights
6. Sound effects
7. And last but not least, a couple big oh logs floatin in the toilet :)
A song from Megadeth called "Sweating Bullets" is included, w00t!
Here's our old review of the previous version of this map:
Immediately, upon entering the map, it hits you, your in a bathroom. Go figure. This is by all means a large, spacious map, better suited for a sniping map, as shorter ranged weapons are almost lost to the sheer size. Once everyone is on the floor, it can get interesting, assuming you have 10 or more people on this map, like I said, bigness isn't a problem here. The wall/floor/ceiling textures are ok, at first they look a little unpolished, but considering the maps...murky setting, it actually adds to the map somewhat. But if you go beyond the aesthetic grip, theres still one major flaw that brings my score of this map down. You can spawn on top of all the facilities and such, but once you hit the ground, theres where you are, theres no jump pads or lifts or anything, anywhere, and considering that some things are only found up top, it really detracts from the flow of the map. Still though, with alot of people playing this map makes a great "field of death". If your into mass slaughter, pick this up.
Note: Has a music file featuring Megadeath --PhilPhoenix

like structures that twist and contort around blue spheres, and walkways that look equally different, as well as waterfalls and a awesome skybox. The map consists of 2 sides, both identical to eachother, except for the color of the shrooms, signifying which side your on. Each sides goal is in front of a mouth of a tiger thats made out of the mountain. And then you have your ball in the middle at the top of the ramp. This map is designed with teamplay in mind, as theres always 2 or more ways to get where your going, but often times space inbetween them, encouraging teamplay and passing. Speaking of which, the bots on this map are very able with the ball, scoring and passing. I'd suggest a player load of about 8, you can go higher, but it might start detracting from the fun. All in all, an awesome bombing run map that would make for some very interesting matches. Get it now! --PhilPhoenix
Note: Also contains music to go along with the map, really fits it to, it almost sounds like something Enya would make

boulders, and trees impeding your view. I point these things out not as flaws in the map, but in credit to the author. This map does such a great job of making you feel like you are in some dark wilderness. The map is setup in a doughnut fashion, with the ball at 12:00 and each base at 7:00 and 4:00. In the center is a large plateau, with a valley running 360° around it. Large teams work best in this map. The ground is almost never even, and will require some skill and teamwork to run the ball. The center area is a campers paradise, with sniper rifle, 'deemer, and ion painter close to hand, and a commanding vista of both bases. Item placement is spread evenly throughout the rest of the forest. I love the realism of this map. It adds a nice bit of strategy and tactics to the match. Use cover and concealment, work the terrain to your advantage, get a spotter up high to cover the action and call in artillery for big kills. This map takes the premise of BR-Bifrost, and raises the bar for outdoor combat. I would expect to see something like this in AA, Op.Flashpoint, or GhostRecon, not in UT2K3. All in all, an outstanding job. Download this map, and go to war!
rAzOr
[img]http://www.gamingfiles.com/screenshots/1/files/6774.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6774bt.jpg[/img]
[img]http://www.gamingfiles.com/screenshots/1/files_extra/6774ct.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/6774dt.jpg[/img]

but again, this map should not be judged on a technical aspect. Even so, the author did a nice job with locker rooms, a boiler room, and two ways to score. Run the ball to the end-zone for the big score, or go for the Hail Mary pass through the goal posts. Just don't get spattered after the throw, or you lose.(The upcoming patch should address this) Get some friends, grab some pretzels, (and drink of choice ;-), and get your thang on. "He's at the 20, the 10, TOUCHDOWN!"
rAzOr
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/6492.jpg[/img]

from the others. It has the standard wide open area, but it is dotted with rocks that come in handy for quick cover. There is also a small underground passage with goodies inside. Each side has a small pavilion style base that raises the goal off the field. Scoring can be accomplished in any number of ways, but the two main ways are a quick toss from the front, or go around back and up the ramp for the jump-thru. There is a small vortex hole under each goal, but it is easily avoided. Snipers will be happy with the high ground on top of the pavilion, with rifle and ammo waiting. Bots do well, and the map has a nice overall polish that shows the author spent some time on this one. Give it a try.
rAzOr
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/6462.jpg[/img]

though : ) Layout is clean, and weapons are easy to get to, even the Redeemer.
rAzOr
Also check out [file="6117"]BR-Basketball[/file]
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/6333.jpg[/img]

most of the terrain and re-lit it to
remove the strong gold tones that made the ball hard to see when it
was loose on the map.
To get this map, plus 3 other Bombing Run Maps by the same author in one map pack, [file="6267"]click here[/file]!
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/6266.jpg[/img]

cosmetic fixes to the sky, the fire pits, and other areas to make the map run better.
To get this map, plus 3 other Bombing Run Maps by the same author in one map pack, [file="6267"]click here[/file]!
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/6264.jpg[/img]

surprised at how well bots play on this map. Set the difficulty to Godlike, add five or seven bots, and wow. Pick-ups are easy to obtain, with one super weapon. As I said, a simple map, but sometimes simplicity is well done. Download this map for the fast action alone and you will not be disappointed.
rAzOr
Kudos to UT2003HQ for the screenie:
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/6182.jpg[/img]

===
=====================================
=====================================
Alright everyone. This map, being my first CTF
review, gives me good feeling about reviewing.
This map makes me glad I became a reviewer.
This map is an extremely fasted paced
free-for-all style map, placed in a acid factory.
Bingo! The downside, however, is major.
It's laggy. Very laggy, unless you have an
amazing videocard, which I, and most don't.
Read on to...well, read more.
-------------------------------------
Texture Usage:
Very dynamic, very well placed.
Very little mis-alignments. The
skybox was very well chosen
and nothing was irrelevant.
Almost top-notch work!
Texture Usage: 9/10
-------------------------------------
Architecture:
Okay. Terrible lag without a cause.
Could it be here? Or maybe everything?
Who knows. Anyways. The architecture
is pretty decent. The main climax
is definetly in the center arena. Just
look up, and you'll see.
However, aside from that, nothing else
is ground-breaking.
Architecture: 7/10
-------------------------------------
Layout:
This was fantastic. A secret cut
where the redeemer is hidden.
2 bases with 2 access and exits.
It's a medium sized map with very
little flaws in this field.
Layout: 9/10
-------------------------------------
Lighting:
The lighting was well done. No
special featurs, which also means
little flaws. Nothing distracted me
and, it was dynamic. Satisfaction
Guaranteed!
Lighting: *10/10
-------------------------------------
Overall:
Textures: 9/10
Architecture: 7/10
Layout: 9/10
Lighting:*10/10
Weapon Usage: 8/10
Total: 43/50
43 - Fantastic
0-5 Terrible
6-10 Very Poor
11-15 Poor
16-20 Mediocer
21-25 Bad
26-30 So-So
31-35 Okay
36-40 Good
41-45 Fantastic
46-49 Ownage
50-50 Syphir's Ownage
---------------------------------------

Textures : No
New Music : Yes
Player Count : 4-14
Map Info
--------
This map is very large single room arena that is made to make you think to yourself: WHAT IS
THIS?! The music is very humorous at first, but then gets on your nerves and makes you go crazy.
All of the panning or moving textures can cause you to feel sick to your stomach or disorient you
during a jump. With regular gravity in the lower portion and low grav higher up, the game speed
feels distorted. The map is surprisingly big and makes you feel like you are crawling along at
an extremely slow pace.
The map includes all weapons from UT. There are few obstacles or objects that allow for any real
strategy. Each player spawns from an elevated position and lands on a weapon. Both teams share
spawnpoints, so you can spawn near the enemy flag.
The jump pad (kicker) in the center pool launches you well above the elevated bar and into the
low grav section of the map. This allows for some interesting gameplay and excellent vertical
fighting.

SunTemple.When the humans were chita chating about there super super super secret stuff the aliens called Nemcrons used there weid powers to put all of the humans into the outback.Since the Nemcrons were in the SunTemple and they took over SunTemple and they turned the SunTemple into the NightTemple because on the Nemcrons planet every thing is dark if there is light they will die so thats why they turned it into a NightTemple they are nice aliens but they had too. so the match was forgoten because of the aliens but 94 years later the liandri remembered what hapend at NightTemple so they went all the way to the NightTemple and put the aliens into some cages and now they have made it into a match again.

your opponent have no way to reach each other, you\'re both in small adjacent rooms with a wall in the way. The only way to score a kill is to shoot at your enemy through small firing holes.
Each room contains three health vials, a shield pickup, an assault rifle, a flak cannon, a bio-rifle, and ammo for all three.
It\'s a concept I certainly haven\'t seen around before. Who knows, might be [i]kinda[/i] fun. [img]http://forums.filefront.com/images/smilies/shakehead3.gif[/img]
~ Kouen

system with Media Player 11, Firefox, and several instant messenger apps running in the background, and the gameflow is quick and constant. Navigation is easy to pick up - there\'s enough routes to run down, but not too many, so you won\'t get lost.
The more fun aspect is the sheer amount of routes to travel down. In a match with only a few players on each team, it\'s like playing Whack-A-Mole, you have to hit the right entrance at the right spot, or you\'ll miss them. The goals aren\'t that easy to fire the ball through if you\'re bad on the shot, so it may pay to get some practice in.
Overall, a nice map, with some nice closed areas, some nice open areas, and good weapon distribution and layout. One for the collection if you play Bombing Run.
For you UT2004 players, it does work in UT2004, however you may have a [i]few[/i] minor issues.
~ Kouen

overtook the planet and covered the once beautiful lands in fire and ash. The once grand temples and landscapes are now nothing more than ruins and ash. Due to the rising demand of realistic arenas, The Liandri Corporation decided to turn this dangerous moon into the ultimate entertainment battlefield.

carlauncher, throwing in a good 14 vehicals, and it still went smoothly. Optimization is even better with a natural amount of Distance Fog, allowing for that just right HeH look. It's been well played and well made, in my own opinion. Supports up to sixteen players by default, but feel free to throw in sixty. Expect a CTF Version coming soon, and when I learn more about the Editor, a VCTF, Double Dom, and BR version as well. Also in the near future, expect a Halo-UT compatible version, complete with Halo Weapons and Textures for the true experience.

players (or more). The detail in this map is just superb (none of that clutterly stuff that you get caught on) which includes cable cars that can be ridden, boats that actually bob and weave on the small pond, and then at the end of the day, go and grab a burger from the Snack Shack, and play those old time classic games at Video Dreams. A must have, get it now!

spammable now, because there are more ways to get there. I made the lifts in the two main halls move 30 percent faster, so that you can jump right towards the upper level. The two teleports improve game speed. I still have to fix some things, but the main design is there! I think the final version will be released in about a month (the end of Juin I guess). You will be able to find it
in all large well-known online map databases.

and, for the first time in a long time, actually said \"wow\" when the shot loaded. Visually, this map is that cool.
Crippled skyscrapers surround a bizarre ice pillar which, for some reason, has some crumbled castle bits on it, a huge bird\'s nest, and a stegosaurus skeleton. Don\'t ask. I think Warbeast has been hitting the hookah or somethin.
The name? Not very unique. Frozen. Wow. Luckily, the map is. Unique static meshes everywhere, mostly textured and composed nicely. Warbeast sure has dotted his i\'s and crossed his t\'s here.
The map plays decently. I think it will fail to impress some hardcore guys in this area. But UT was always about the mix between the gimmick maps that play OK and the hardcore flow maps that play amazingly well, so this map fits right in.
Download it NOW biznitches! [/quote]
For once we see Cliffy\'s true nature...he is a jaded sob. (remember Cliff, that\'s a quote from you!). But this map is a treat to the eyes and there is a lot to look at. While the theme is strange, but original, I can see the gameplay for up to 4 players being challenging. Stay tuned for a review from one of our staff.
-Ghost Rider

didn't fully finish editing everything in it. So I got confused when posting it as to who it belonged to. All is good now and still - This one is two levels of in your face fun. Download it now biznatch!
-Ghost Rider

may be a little disappointed as it isnt picture-perfect with the films. However if you brush that aside you still have a very nice deathmatch map with some cool LOTR features, like the Sauron eye floating in the sky (Looks just a little to glassy though.). Sure mount Doom wasn\'t in view from the Shire in the films, and yes, the sky wasnt quite as red and fiery, but you get the LOTR impression overall.
The teleporters seemed ever so slightly tacky to me, floating squares aren\'t exactly the peak of digital effects, but at least the ringwraith sounds which go with it sound amazing :) I was wondering why this wasn\'t made into a CTF map, with a few alterations this map would be very well suited to CTF. The waterfall again isn\'t too stunning, but the little pools and hills do this map proud. There are also 2 little hobbit houses, Bag-End and a Bag-End lookalike (Supposed to be Sam\'s house from the films) Again, they look nice but not quie film precise, and the same can be said for the insides. However, I guess when its for UT2003 you kind of need all the floating powerups in there ;) OH, speaking of \'2003. Make this for 2004! Seems to work well enough, but the weapons aren\'t quite right :)
So overall a nice map, if you want a spot-on replica this isn\'t the map you\'re looking for, but it\'s still a darn good place to kill each other in :)
~Szico VII~

never had it here before! It's for UT2003, but works perfectly well with 2004, and it's all in the christmas feel!
The important thing to note about this map is that it's one of those 'oversized' ones where the player is exceedingly small. Now most of the time I don't enjoy these maps because they involve too much jumping and sniping (I suck at sniping) but this one was quite fun because the surroundings were very varied and it really did feel like the perfect christmas tree room. Sure the blood splatterings spoil the scenery a bit, but thats what Unreal is all about right? :D Anyways, on my PC UT2003 isn't installed so I tend to test the rare 2003 mod on 2004 to see if it works anyway - and I can safely say this should be no problem if you want to run it on 2004.
I was looking forward to exploring the outside areas and the piano room but unfortunately they're just there for show, which is a pity as outside looks very snowy and nice :) The bot routing here is very well done as well. There are 2 redeemers in the map and quite a few snipers. The music with the map is pretty nice too, I feel there were probably better pieces out there but it definitely isn't bad. It's kind of like a jazzy brass band remix of some popular christmas tunes like Sleigh Ride.
~Szico VII~

to really push the "old" feel (with brightly colored UT characters and weapon effects, it would make a cool contrast) but I didn't really have the time to develop the texture set for that. So instead I went for muted yellow sunlight, burnt clouds, a bit of snow, and a bunch of old toys from my youth. Most of you are probably too young to remember things like "Gnip Gnop" or "Merlin", so we'll call those "in jokes" for the very few who would know what they are.
Sandbox is really just an experiment in scale, seeing if normally small things could work in a monumental scale. I built almost all of the meshes (except the excellent dead tree and the shrubs) and made a lot of original textures, thus the heavy download. I'm a big fan of LowGrav-InstaGib, so this map tends to work well for that.[/quote]
[img]http://www.gamingfiles.com/screenshots/22/files_extra/8799thumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/22/files_extra/8799athumb.jpg[/img]
[img]http://www.gamingfiles.com/screenshots/22/files_extra/8799bthumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8799cthumb.jpg[/img]

temporary base until
the robots flew a bomber and destroyed most of the bases around the area.
In Antalus's area they had shot down a plane but it was to late the robots had arrived
and now watch as the war torn Antalus has been bought back as a fighting spot.
Overall a very nice re-make of this map. The changes he made are make for nice additons to the map. Good Work!

fast style of play. Would work best with 3-4 people max. This would make a better online map then not due to the fact that the bot pathing could use some work. The other drawback is when using either of the two lifts, be sure that you are on the front part or else you will be crushed. Overall, this is a great first effort from Billy Azizi .

Gryphon, hanging frozen midair, suffering from an eternal curse for defacing this sacred palace. Once ruled by the Ancients as a magical stronghold where humans could harness the power of flight, it now stands as an arena for only the bravest of beings. Thus, here you are, in the New Age of the Tournament, proving yourself to all. Spread your wings - Get ready to be unleashed.

the bots. I also like this room, becuse its really fun for some 1v1.
The corridor part is just a long corridor, with some twists and turns, and tonnes of adrenaline pills.
The funnest part of the map, and a really fun feature of it, are these platforms, that hover slightly above the ground. You can just on them, and just see where it takes you. On the way there you might squish some bots with it, or headshot them with your lightning gun :D
Fun Map, worth a download, just for the platforms.

impossible to get, without mutators or a translocator. You may also take a transport to the next area
The next area, is a big box, which I found not very fun. Also i couldnt get out of it without killing myself, so that was kind of annoying. It has some guns, and items, but overall its very plain, and boxy.
The rugged terrian part is fun, the box isnt. Downloading it if you want to have some fun fraggin some bots on a hilly landscape.

deathmatch too.
I hope you like it.
The graphics are really accurate, and the textures have been meticolously aligned just to give the more realistic feeling possible.
Anyway, this is only my second map made from scratch so, plz, be patient if there\'s anything you don\'t like![/quote]

tend to do Booster, but Invisible is good as well
The health being in alcoves makes it difficult to get during a battle (but not impossible)
The author added Adrenaline and Health Vials to the random spawn so it isn\'t too powerful

Match at it's best. There are
many exciting visuals, sounds, and secrets, but it is doubted you'll have
time to appreciate any of this as the game play is fast and furious
in this classic Death Match map rebuilt from the ground up by the Map
masters of SniperTek.
Final release of the map.

could do in that amount of time. This is the result. I probably spent
another 30 minutes or so with last minute tweaking and testing, but overall this was made
in one afternoon. It's very flat and linear, but could be fun with a lot of players.
Botplay is simple, and capturing is hard for them, but they do snipe and are pretty
tough. I wasn't even sure if I was going to release this, but with all the basic, average
maps out there these days, one more can't hurt, and I figure for 4 hours work, it isn't
bad. At least it got me working on finishing my other map again. Oh yeah, this map can hold 16 players, but there are 20 player starts in total. Any feedback is
appreciated.
[/quote]

player from completely controlling every weapon/powerup and utterly dominating a match. A major problem with 1on1 in UT2K3 are the 30-0 blowouts when there\'s a difference in skill involved. With this in mind, I\'ve placed a keg of health instead of the 100 armor (so the person with map control can not self-damage and hog more armor, and the player at a disadvantage can get a much-needed powerup. Thanks to Masturmate for this great idea.)
The basic layout of the map can be described as DM-Gael meets DM-Liandri, but don\'t worry, it\'s not as horrible as that might sound.
Visit my website for several gameplay hints/trickjumps that you might not have noticed in the map.
A couple rather obvious hints:
- You can keep a watch over the rocket launchers, and the shield/keg alcoves from the grates on the floor on the 2nd level.
- You can dodge-doublejump from the sniper decks directly on to the ramps leading to the damage amp.

brief desription.
If you\'ve played Counter-Strike you have most likely played that map that all the n00bs like to play, fy_iceworld.
Well, this is my version of playing in an enclosed version of it with concrete roof, floor, and walls, with a few modifications.
The small hallways that only allow for 2 people side by side makes for some insane close combat with heavy firepower.
-2 weapons: Flak Cannon & Rocket Launcher
-Stone-like setting of fy_iceworld
-Recommended for 4-12 players
-Bot supported.
-Respawn allows for everyone to spawn at either sides of the map (no team-based spawns) where it could be peaceful or complete carnage.
-Lighting is perfect for the map, in my opinion.
-3 screenshots included.
***Side Notes***
Music best played in this map is \"Navras\" from \"The Matrix Reloaded\" & \"The Matrix Revolutions\" soundtracks.
File is a bit too big to send through email so it will not be included.
***INSTALLATION***
Extract \"DM-fy_stoneworld.ut2\" to \"C:\\UT2003\" (or your game directory)
and it will be auto-magically placed in the maps folder.
***About the Author***
XxKenjiYamaguchi
XxKenjiYamaguchi@cox.net
UT2003 Handle: XxKenjiYamaguchi

Death Match at it\'s best. There are
many exciting visuals, sounds, and secrets, but it is doubted you\'ll have
time to appreciate any of this as the game play is fast and furious
in this classic Death Match map rebuilt from the ground up by the Map
masters of SniperTek.[/quote]

raining area, the subterranean caverns and the indoor facility.
So you will be in quite different areas when playing through the map.
I also think that the architecture (globally, with the three different enviroments) is quite original.
Despite the fact that the map has different areas, I planned it to be a map that you can explore it in a short time. I think it's for 4-6 players. It's not oriented for team deathmatch.
In this map there many things I tried for the first time in UnrealEd : skybox, outdoor area, outdoor terrain, rain effect, "oceanic water", cavern, coronas, volumes, antiportals, blocking volumes, ... But I think I managed it quite good. :)
There are some experiments I have made like triggerable lights when the doors open, trying to make the "outdoor light effect", and also this long-way elevators. (Resident)
Anyway, hope you have fun in your ordinary fragfest :) (Resident)
May I add as a side note that i had really bad fps with this level, and i have a high end pc. :( (Szico VII)

Graphics : No
New Music: : No
Player Count : 4-12 (supports up to 12 without telefragging at start of game)
Map Info
--------
This is a modified version of the InstaGib CTF favorite: CTF-Anda. It's a fastpaced
fragfest that is action packed with gibs and blood splattering all over.
A single room map with only a pole in the middle of the room. It is designed
for InstaGib because there are no weapons in the map. All spawnpoints are used
by both teams.

http://www.unrealplayground.com/mapper.php?id=20
Release Date: Monday, September 15, 2003
Last Update: Monday, September 15, 2003
Version: 1.00
Play Information
----------------
Game: Unreal Tournament
Level Name: CTF-Metis
Game Type: UT-CTF
Botmatch: Yes
Single Player: No
Teamplay: Yes
Difficulty Settings: Only For Bots
New Textures: None
New Sounds: No
New Music: No
New Mutators: No
Mods: No

author:
[quote]This takes place at a secret location called Fraggenstein. Doctor Frag is working for the United Space Federation security project in the cyborgs division. Here, Cyborgs are at their best! Their body can be destroyed but not their database. They have been progressing in experience for the past decade. You are invited through telepresence to take part in their growing experience. By doing so, you are contributing to their skills, experience, attitude development for higher security in our galaxy.[/quote]
-=Shuyin=-

expect smaller and not so egypt looking. This map has ok gameplay though not the best I've seen.
Description by the author:
[quote]The seven-year asteroid belt has formed around Earth's upper atmosphere once again. Like a swarm of bloated locusts they swirl high above. This has caused the Earth Government Council (EGC) to order evacuation of all Earth populants to neighboring non-hostile planets and their moons due to the possibility of one or more of the asteroids plummeting to the Earth. Therefore, the Tournament Commission has hastily moved the Tournament competitors to an uncharted "island-asteroid". It is believed that this floating mass was once an intergalactic meeting ground for nomadic religious sects because of the strange monastery-style towers at each end. This island-asteroid and its two towers have proven to be a perfect setting for Tournament CTF matches. So face your enemy and let the games begin![/quote]
-=Shuyin=-

: Unreal Tournament
Level Name : ((frequency))
Game Type : CTF
Single Player : yes
Multiplayer : yes
New Sounds : No
New Graphics : No
Known Bugs : The bots use the translocators pretty good. But they also use ones that I don\'t want them to. I tried to fix them. But could not. But other than that should run pretty well. If I find a cure I will release a version 2 with fixes. I also thought it mite be a good DOM map.

wasn\'t breakable.) The part i was most impressed with were the wall/stone textures (are they from Medal of Honour) which gave the map a real atmosphere. :D The other area which I liked was the huge stereo system with tv screens, at the end of the ground floor. Very nice. But then i found the stairs. Utterly pointless, even for sniping, and the texture used completely ruins the rest of the area. It just ruins the feel of the map, because it looks so out of place. :(
What else is there to say? Well, this is one of those maps where you either like it or you dont, check it out if it\'s your kind of thing. To conclude on a good note: The fire and lava effects were used very well, pity you cant fall into the lava channels ;)
~Szico VII~

much about the looks as I didn\'t have much time to take alook around with redeemers flying all over the place, the battle can get pretty hectic. Also you will notice GPrime has gotten better with his mappings skills somewhat.

occupants by the NEG, who later abandoned the idea of its use as an ion defence post due to soldiers being pummeled down-stream. Soon after a Liandri scout recognised potential for the land.
Two months later and the arena claims more lives than death himself.[/quote]

Mattias Konradsson, all credit goes out to him. This is one of his[Mattias] older maps, but I just put it up here for some more exposure. http://www.planetunreal.com/dmcb/
Dereks Homepage: http://www.unrealplayground.com/mapper.php?id=2407

geometry. This is a very large and functional map. Due to it\'s size, a \'search & destroy\' style of offence and a \'fortress\' style of defence is often necessary. Players who prefer a \"faster\" map may be disappointed. The polys are quite high in many areas of the map. I wish everyone GOOD LUCK in the Assiniboine Cavern
Author does not have a homepage.

\'search & destroy\' style of offence and defence is often necessary due to the size of the map...it takes team work to keep contol of all 5 control points over an extended period of time. It is recommended that the time limit be increased. Good luck in the Assiniboine Cavern! Made by Idlewild
IdleWilds homepage:
N/A (Doesn\'t have one)

especially with loads of bots. WARZONE! :) The spectators and the spectator stands look abysmal, and the arena walls aren\'t that great, but the rest is very good. The deathball goals are nicely done, and I always enjoy a snowy level at this time of year ;) I\'m not sure if I should really be giving credit to BR-FragballStadium creator, but as I understand, this is a great improvement in terms of textures, and detail, as well as compatibility for lower-end computers. The one thing I wasn\'t sure about is that in main, this map only has one floor, apart from the little corridor in the middle, and there\'s not that much detail about the actual arena, just a few rocks and boulders. Nice map anyway, great fun.
~Szico VII~

enemy rocket will send you on a long journey downwards.
Can't bother to mess around with it anymore, altough it might still need some work. So here we go: a medium sized arena on top of a very high tower. I'm very proud of the skybox. :D[/quote]

creates an uplift for the bird immediately following. By fling in a \"V\" formation, the whole flock adds at least 71 percent greater flying range that if each bird flew on its own. People who share a common direction and sense of community can get where they are going more quickly and easily, because they are traveling on the thrust of one another. Finally--and this is important--when a goose gets sick or is wounded by gunshot, and falls out of formation, two other geese fall out with that goose and follow it down to lend help and protection. They stay with the fallen goose until it is able to fly or until it dies; and only then do they launch out on their own, or with another formation to catch up with their own group. [/quote]

so thickly that even daylight seemed to be no match for it\'s shadowy appearance. At night it\'s the kind of place you\'d see in your nightmares. Nothing moves except the wind, which whispers an eerie spell that breaks the silence with a haunting hymn. It\'s quiet monstrosity is only matched by it\'s aged beauty. The estate is a relic of time, built in the late 1800s, it stands tall and stable to this day. The intricate gardens that surround the estate were first planted in 1892 by the original owner, Markus Landcaster. Landcaster was a legend in his own time, a hero to human science. He brought to Addien his family. His wife, Edora, and his twin children, Claire and Ambrose. The twin Landcaster children were tragically ill at birth, and stricken with a rare photosentive ailment that supposedly occured in the Landcaster bloodline every 5 or 6 generations. The gardens were built as a safe haven for the children, who slept during much of the day and spent their fun filled youth in the gardens during nightly hours. The site was chosen for it\'s minimal exposer to sunlight, and the children lived with the diasese undamaged for years. It wasn\'t until their teenage years that the children began to show signs of recovery. Though their condition remained for the rest of their lives, it lessened as years past and soon they would venture into the outdoors during the day, fully cloaked of course. Rumors persist that Landcaster was responsible for this drastic recovery, some say he experimented on a cure for years.\"
\" The story turns rather grim after that. The twins were always close, they spent every waking moment with one another. Rumor has it that around the age of 15 or 16, the twins began to develope an incestual relationship with one another. One day a doctor was called from a nearby town to go to the Addien estate. News spread in whispers as the towns people heard stories that the daughter, Claire, had given birth to her brother\'s baby, and that the child was horribly deformed. When asked about the matter, the town doctor would shake his head and leave the room. The Landcaster family being less social with the town as years past and eventually became almost entirely shut off from the outside world. Some years past and during the first World War, the son, Ambrose went off to fight for the motherland. During the war, the Landcaster home became a dead shell of a house. The gardens overgrew and nobody ever saw young Claire outside ever again. During the war, Ambrose was killed in action, the news came as a savage blow to Edora, who died of grief some time later. Markus Landcaster, in utter depression over the ordeal, asked his brother Jacob Landcaster to come and stay at the Addien Estate. \"
\" Better times followed as Jacob Landcaster\'s family arrived at the Addien estate. Jacob, whose wife died in childbirth, brought his beautiful daughter Rose with him to the estate. Rumors of Rose\'s beauty spread throughout the nearby town, she was said to be as gentle and fair as an angel, with smooth, untouched skin and bright green eyes. She was a soft-hearted beauty of 17, people could see her taking walks in the large gardens at night. Jacob and his daughter stayed at Addien with Markus and the now sickly Claire for many months. While Markus and Rose were rarely seen and Claire not at all, Jacob made regular visits to the town and was a popular figure among the townsfolk. Soon, bitter times came again as Claire, who had grown mortally ill, died. Markus Landcaster was seen at the funeral as a frail older man with gray hair and a sad look in his eyes. Rumors persisted that the mysterious child that was birthed from Claire still lived inside the estate, hidden deep inside where nobody could ever see. The townspeople once again found Addien estate a place of dark secrets as Jacob Landcaster seemed to appear less and less during public events after the funeral. Word had it that old Markus Landcaster was going insane. He died before the year ended and Jacob inherited the estate. Along with his angelic daughter, his stay at Addien was just as mysterous in nature as his late brother\'s.\"
\" I arrived at Addien estate in the spring of 1932. My name is Daniel Perry, my father was once close friends with Jacob Landcaster, and on a request by my father\'s old friend, I was sent to Addien to aid Jacob in some revitalization projects he wanted for his Estate. I was younger then, in my late twenties, and when the notion that I would be working on the strange \"cursed\" Addien estate came up, I was more than anxious to go. My travel to the estate took a several days, along the way I heard all the stories and rumors that were surfacing in the area. I heard about the tragic tale of the original caretakers and I heard about the rumored \"Demon Child\" that lived in the cellars. But most importantly I heard of the young daughter Rose, whose beauty was compared to Helen of Troy. Every man in the town would rejoice and die happy if just to glimpse her in the garden. But the Estate was a haunting place at night, so nobody dared venture into the woods. A few brave boys did and reported that they saw her walking along, hooded and cloaked, humming an enchanting song as she moved so delicatly through the darkness. Of course, other stories surfaced that strange goblins roamed the gardens at night. Those stories were considered insane by most, but it was enough to frighten off most people who dared to see for themselves.\"
\"When I arrived, the estate was just as I had heard. It truly was a haunting place, eerie and mystifieying. My first encounter with Jacob was pleasant, I remembered the man from my childhood, but the Jacob I saw now was a much older man in his late 60s. He married late in life. I remember my first meeting with Rose as if it were yesterday, the young 17 year old was truly a gift from heaven. Her eyes burned into my mind like emerald embers. She was more beautiful then the rumors had mentioned. She was a quiet and a verbally shy girl, if one dared to look at her in the eyes she would smile gently and reply with a seductive stare. I was given a room in the main level and brought some workers from the north with me. The workers stayed mostly in the outside servant building, which had been built for the original Landcaster family servants. The workers renovated the smaller building which lay on the edge of the forest for the first few weeks as I shared my design plans with Jacob. Jacob was a very pleasant man who seemed very interested in my ideas. We got along quite well and soon work began to bring a more modern touch to the house. The only rules were that none of the workers were allowed to go into the Landcaster garden and the cellers were off limits, held under lock and key. I had no trouble with these rules, but I was very curious as to the why the cellar was sealed off. Jacob wanted the cellar to remain as it was, or so was his answer when I asked him one day. \"
\"Work went well for a month, the workers worked during the day and returned to the servant building at night. I ate supper with Jacob and spent much of my days either going over plans with Jacob or swapping stories and experiences with him. Occasionally I would take walks with Rose in the garden. She barely ever spoke, my excuse was that I liked walking in there, but I think she knew that my only interest was spending time with her. She silently teased me, giving me occasional seductive stares under her dark hooded cloak. She was just a girl, but she had me snared like a mighty dragon. I would ask her things, things just to get her to talk so I could hear her delicate voice. I asked her about the original caretakers, Markus\'s family. She didn\'t say much, except that Claire was always in bed. Rose told me Claire would have terrible nightmares and spend nights screaming at the ceiling. Sometimes Claire would think she saw \"something running in the garden\", late at night and they would find her huddled in a ball under her bed. It got so bad that she stopped talking after awhile and would flinch if you shone any light on her, even a candle. Rose then said that Claire died of fright. I told her that I thought she died of the illness, but Rose told me that, \" It is true Claire was sick, but she died of fright\". Apparently one morning she was found dead in an unatural position, her expression twisted and obscene. She had chewed her own tongue off in the night and her heart burst under the stress of intense fear. Rose was quiet for a long time after she revealed that to me, and I didn\'t ask her any more questions after that.\"
\"One night I awoke to a freakish sound. It sounded animalistic and it echoed throughout the house for a solid minute before it went dead. I sat up in bed scared out of my mind, I didn\'t know if I had heard the wind or some \"thing\" inside the house. I knew it was inside, whatever it was. I put on my Robe and lit a candle. I followed a faint sound down the hallway, it sounded like a metal rattling sound under the floor or in the walls. As I progressed through the halls, I came to Rose\'s door, her bed was empty. I feared for her safety but did not call out. I didn\'t know what exactly was happening so I continued to follow the sound slowly and stealthily. I made my way downstairs, and the sound got louder, more like a metal clanking. I finally came to the cellar door and stopped dead. Whatever the clanking was, it was coming from downstairs in the cellar. Seeing my chase was averted, I leaned against the door in dismay. But the door was unlocked, and it moved. Someone had unlocked the cellar door and went down there. I thought of Rose down there in the dark, and I reluctantly progressed deeper under the Assein estate. The tunnels under the floor were old, bricks and iron with cobwebs all around. There was a breeze coming down the dark tunnel and it blew my candle out. I paniced in fear but was relieved when a light shone from down the tunnel\'s darkness. I inched furthure along, the clanking getting louder with each step. I came to another staircase. I followed it deeper and heard a new sound along the way. It was a angelic voice, a woman\'s voice. Humming, It was Rose\'s pleasant tune that now filled the darkness. As the singing got louder the clanks died down, as if they were being caused by by someone beating the walls in some sort of agony and now being soothed byRose\'s melody. The singing was close, I became like a shadow that moved silently along the walls. I saw a heavy looking door with orange torch light emitting from a strudy looking metal grate which was on the top of the doorface. I peered through the grate and saw a dim room illuminated by numerous candles along one side of the wall. Large chains were hanging from the ceiling and several were laying on the ground and snaked along the dirt floor, leading into a dark corner of the room. The chains moved slightly, they were attached to someone who was slowly moving around in the large shadow. Rose stood by the candles, she held one in her hand, her hood lowered and her eyes closed. She continued to sing as I watched her. Through her singing I could hear a faint panting coming from the darkness. She stood still and peacful as she hummed, but she also seemed strangely poised....as if ready to jump back incase something jumped from the shadows. I watched her, swimming in her words and forgetting the moving darkness. She stopped after awhile and looked forward into the dark part of the room. I heard her whisper soothingly to something , as if talking to a child. I leaned forward to hear her, I caught a few lines...\"
\"...So stop making so much fuss, I know you want me but you know you cannot be allowed out. You remember what you did to Claire? If you get out again, Father will put you away for good. It is unatural how you thirst for me, I am frightened by the very thought. I am going to sleep now.\"
\" I heard a mournful moan as she turned toward the door, I sank back into the darkness and slowly but quickly made my way back upstaires and into my room. I heard the soft pat of Rose\'s feet going quietly to her room. The next day I said nothing of the ordeal to her, but she seemed to avoid me for some reason. The workers went on with work as usually, I overheard a few whispering to each other about a \" Demon-like howl\" they heard the night before. I said nothing. That evening, Rose came into my room after supper and told me she wanted to speak with me. She told me she knew I followed her the other night. I tried to protest, but she said I left the cellar door open when I ran back up and had dropped my burnt out candle by the cellar steps. I saw my chance to ask, so I did. I asked her what was down there. She was very quiet and told me it was very important that Jacob not know about her nightly deed. She sat on my bed and told me about Claire and Ambrose\'s baby, I told her I had heard the child was born bizare. She nodded slowly and told me that the man in the cellar was horribly deformed and that he was very much like an animal. She was very nervous as she told me this, I saw her shaking. I put my arm around her but that seemed to make her uncomfortable so I pulled away. She told me it\'s name was Aaron, and he had tormented the house for years with his agonized howls. Aaron apparantly attacked Markus one night and Markus never fully recovered the ordeal, which later led to his death. Then Aaron escaped the cellar one night and attacked Claire as she slept. Aaron, she said, only cared about base instincts. He seemed to smell Claire\'s female scent and not even realizing she was his mother, burst into her room one night and attempted to rape her. Jacob managed to pull Aaron away with fire, which Aaron was afraid of. Any bright light was too much for him to stand since he was always in the darkness. A bright enough light, like sunligt, would cause him to die of shock. Claire never seemed to \"wake up\" from the horror, first her bloody birth to Aaron and then Ambrose and her mother dying, she went crazy Rose said. She kept having the same nightmares and imagined Aaron attacking her always until she died of pure terror. Rose then told me Jacob didn\'t have the heart to kill his brother\'s monsterous grandson, and kept him in the cellar permantly locked up. Aaron apparantly became anxious by Rose\'s presence and would get restless tyring to get from his prison and to her. Rose visited Aaron to soothe him because she was afraid he\'d get all frustrated and break loose and then she\'d suffer the same fate as Claire. Jacob had no knowlage of this, and Rose wanted to keep it that way.\"
\" I kept her secret. A month or two passed and things got quieter. Jacob and I got closer, he seemed to really like me, like I was the son he never had. The workers did much work to the interior of the estate, modernizing it with present day electrical wiring and enforced architecture. Generators were added and new lights. Jacob spent most of his time in the library reading Markus\'s text books and other literature. The workers\'s final touch was a greenhouse, for Rose. I had ordered many rare plants for her and she seemed overjoyed when they arrived. The Estate was my first big project, and while the hidden eerieness was always on my back, I shoved it off since I was too wrapped up with my success. I wish I had paid more attention to the cellar. It seemed as if Aaron was getting nervous by all the commotion and Rose was making more and more trips to down to the darkness to ease him. I would follow her sometimes, peering through the grate....just in case Aaron broke loose. \"
\"One night there was a terrible storm. The rain was so harsh and the wind so violent that trees swayed back and forth and the house was alive with the sound of the downfall. I stayed up in the Library with Jacob, discussing things as we watched the rain fall and crash. We were interrupted by a loud knock as the front door burst open and many of the workers ran in, all of them soaked and a few drenched in mud. They said a tree had collapsed on the servant building and there were people injured. Me and Jacob prepared ourselves with lanterns and cloaks. I ran to my room as Jacob followed the workers back to the collapsed building. I went through my things and found my medical supplies which I had brought as precautions. Rose was at my door worried, but I told her not to fear and to stay inside. She told me Aaron was screaming and I saw this look of terror on her face. She said she was going to calm him so he didn\'t get scared and hurt himself, or make the workers hear him. I warned her to stay in her room and ran out into the rain. The rushing drops stung my face as I sprinted through the mud. Workers were already being helped out and we took shelter in the remaining side of the building that was still standing. Four men were hurt, but not seriously, we put the lanterns down and the workers lit new ones. I realized we would need blankets so I grabbed one of the tougher workers, Harold, and told him to come with me. We ran back through the rain, I tripped and fell into the mud. Harold helped me up and we progressed. We ran inside and shook the water off. I panted for breath as Harold grabbed my shoulder. I shook him away and said I was fine, and that I just needed a breather. He shook me again and I looked up and followed his gaze. I saw fragments of the cellar door laying all around the main hall. Just as I saw this I heard a woman\'s scream. I shouted for Rose and ran in the direction of the sound. Harold followed me, but I told him to go back and get the others. I ran by Markus\'s old hunting rifle collection case and pushed it over. Grabbing a hunting rifle I clumsily loaded shells as I ran down the hall, I noticed claw marks along the wall as I ran. I dropped many of the shells while I moved wildly, but managed to get a single round into the chamber while I made my mad dash to Rose. I screamed for Rose as I ran into the greenhouse, the floor was wet and I slipped hard on the brown tiles. The glass windows were shattered as if something burst out of them. Rain poured in but through the intense drumming of water droplets I heard a women screaming from the garden. I jumped to me feet and ran back out into the rain and toward Rose\'s cries.. I ran past trees and statues, following a woman\'s shrieks of pain. I shouted and hollered as I ran aimlessly forward. Through the infinite streams of rainfall I came to a clearing, and saw a large creature humped over a stone tile. It was hideous, taller than a man, dark and naked. It\'s skin was soaked with rain and it was all tumorous. As my eyes took that long second to focus on the abomination I was seeing, I saw Rose underneath Aaron, turned onto her belly. Aaron was heaving into her savagly and she screamed as if she was being stuck with a lance. I raised my rifle and fired a shot. In an instant, my muzzel flared and exploded as Aaron\'s shoulder blew open. The creature made this aweful scream that still haunts me to this day. In an instant, Aaron was up and running at me on all fours. I quickly loaded another shell but before I could fire he was on me. I fell on my back as his tremendous weight pinned me down. He swiped at my face and chest, tearing my cloak open. Blinded by blood, I tried to push him off but he was just too strong. I saw him raise his arm above me. At that moment, distant lighting flashed and I could see his talons. The next moment his arm came crashing down and his claws went into my belly. The pain was so intense my eyes tried to jump from my skull. I screamed as he opened his mouth, I stared into rows of jagged teeth. He was half man, half demon. Out of nowhere, workers jumped upon Aaron, knocking him back. I sat up against a stone and clutched my wound. Aaron threw off the workers. One of them, Harold, ran up with an axe. But the creature was too fast, and snapped Harold in half like a twig. The other workers backed away as Aaron continued to bash Harold\'s head onto a stone bench. Jacob was beside me, he was holding a sports pistol. He approached Aaron and fired a single shot. Aaron fell backward and thrashed about on his back. Through the howls and storm, I heard Rose screaming for her father to run. Jacob, distracted by his daughter\'s voice, turned his head. At the same moment, I saw Aaron stand upright. I screamed at Jacob and reached around the mud for my hunting rifle. I felt the cold barrel under the mush. I looked back up and I pulled my hunting rifle to my side as I saw Jacob shooting at Aaron\'s direction. Aaron pounced as the older man backed away. In an instant Aaron locked his jaws around Jacob\'s throat. I shouted and aimed my weapon, but I didn\'t have a clear shot. \"
\"I stared right into Aaron\'s eyes. For a moment there was no pain, and no storm. Just his gaze and mine. Jacob stood grappled and helpless as Aaron paused the killing blow. In his eyes I saw it, I saw Aaron\'s rage. All the years locked away in the darkness, he was a hateful freak of nature. I tried to call out but in the next instant Aaron swung back his head and tore Jacob\'s throat out in a huge bloody chunck. A fountain of red shot up from the exposed wound as Jacob\'s limp head fell back. Rose screamed and fainted. I didn\'t realize it at the time, but I was screaming. Aaron dropped Jacob\'s still twitching body aside and came at me. I looked up as Aaron lept into the air and came straight down above me. I gasped, aimed my weapon up and squeezed the trigger. Aaron\'s head exploded in midair as dark warm goo landed on my face, blinding me and going into my mouth. His body fell next to me, silent and instantly inactive. Gagging on gray matter, I vommited as the rain continued to fall. The world shut off around me as I heard the rain fade into nothingness.\"
\" The details are still fresh in my mind, even so long after the incidents happened. After Jacob\'s funeral, Rose went back up north. I had to stay in a local hospital, the doctors informed me that I would never walk again. I got used to the wheelchair after awhile, I can probably outrun my old self on these wheels. It turned out the house was left in my name. I heard that Rose was pregnant shortly after the night Aaron escaped, and I knew the bitter truth on who the father was. As I recovered during the following months, I got a letter from Rose that said she was close to giving birth. The letter was rather difficult for me to read, she seemed so terrified. She had recently met a factory owner named Daryl Lynch, and the two were getting married. She feared that Daryl would reject her if the child was deformed. Rose wrote that she didn\'t want it inside her, but she couldn\'t bear to kill it. That was the last I heard from her. Poor girl. I met a friend of hers at a local Brunch a few years ago in the early 70s, the friend told me Rose apparantly gave birth to a mentally and physically malformed daughter. Her husband was an abusive man and was arrested for beating her and the child. Rose left him and her daughter in 1953 and was never heard from by anyone else again. People said Daryl Lynch\'s buisness failed and he put a pistol in his mouth a year later. The daughter was seen by an eyewitness as wandering the yard, dazed and very pregnant, then vanishing into the woods and never seen again either. \"
\" I decided to stay at Addien Estate. Over the years I\'ve completely turned the place around, it is rather pretty now, instead of eerie and haunting. I\'m an older man now, the 1980s have begun now and I find myself safe and troublefree in my perfect home. I still have bad dreams about Aaron and the house, but in the morning I know that I\'m safe....\"
-Daniel Perry, unfinished autobiography on Addien estate. Mr. Perry was found murdered in his home, case unresolved. Possible connection made from Daryl Lynch to recently escaped Lemarie hospital massacre suspect, Murdock Lynch. No relationship has yet been made.[/quote]

supposed to do most of the battling. There\'s the base with the flags in them on either side. The red and blue side are exactly the same except instead of blue there\'s red and vise versa. In the flag rooms you can find many nifty little things such as rocket launchers and tons of health and shields. There\'s 3 ways in/out of the flag rooms so make sure you have them all guarded =).
In the main room there\'s a tower for each team, the red and the blue. There\'s nothing much up there so I suppose it\'s to be used for sniping. I went up there and found that the windows were kind of small for seeing out of but hey...who am I to judge.
There are some fixed bugs from the original CTF-Celticlair which are \"Fixed reported Zone issue found on some Dedicated servers.\" , \"Added Jump Boots and tweaked the lighting..\", and \"Renamed map from CTF-TH-CelticLair to CTF-CelticLair.\" The author says this will be the final release providing there aren\'t any major bugs.

tell it\'s not for a full fledged DM.
The map is very simple. Not much to look at but I suppose the square rooms with gaps in the floor have their jumping training purposes.
There are 10 training rooms. These room are:
Jump.
Double Jump Up.
Double Jump Distance.
Dodge Jump.
Ramp Jump.
Wall Jump.
Lift Jump.
Shield Gun Jump.
Goo Jump.
Wall dodge\\Shield gun landing.
I\'m not sure if that\'s the order they come in but I know they are up until dodge jump (that\'s as far as I could make it).
I think you could have fun trying to get through all the rooms. So have fun testing your jump abilities!
-LorDdisorder-

awesome layout that I would reccomend 6-8 players on. New static meshes, textures, and sounds. With a nice I-dont-know-how-to-describe-it look, this is truly a work of art. Very fun as well, has a nice Ghost Recon type feel to it. Full bot support included as well. Have fun.

so well.
The textures dont give it a polished enough look, and I don\'t like the skybox around the map. It\'s too plain, with a large blackness as seen in the screenshots. Another thing I disliked was the water channel running down the middle of the map. When you are in it, at each end of the river there are just two black areas, again shown in the screenshots. The actual flag bases were very empty, and many places were just large open rooms with little detail, although the weapons were well placed, especially the redeemer. With a few tinkles the map could be great, maybe get a better skybox and fill in the rooms with some detail. I know its a copy of an original UT map, but if you are skilled enough to copy a map like this you should easily be capable of making very good unique maps. However, I always look forward to an update for this one to see what you can do with it. Good Luck!
~Szico VII~

some just seemed to be in the middle of the road for no apparent reason, but I'm sure it will get fixed in the final version. Great job, cant wait for the next version! A great thing which would expand this map would be the ability to get on top of the buildings, perhaps add some snipers. that would be cool! GOOD LUCK.
~Szico VII~

Quake years, and was referred to as the \"Amok\" class, which spawned a whole race of maps for Quake.
This map is nice because it doesn\'t follow the norms, but it\'s lack of design is... Well... Lacking? It\'s kind of an eye sore to look at, but it is a fun map to play, check it out and let us know what you think!

all? Bot paths!
The map has gone through a number of cosmetic changes to make it look better. Plant meshes had their collisions shut off to make gameplay a little smoother. The wildcard pickup base in the center has been replaced with a shield. More weapons, including the Ion Painter. And music, the map now plays Teahouse from The Matrix Reloaded.
The downside to the music is that it\'s not in Ogg format, meaning it\'ll probably play in conjunction with whatever music you already have playing, this is a bad thing, needs an Ogg file for the music, don\'t use Wavs anymore.
Anyway, check it out, let us know what you think!

maps that let you know that they are indoors, i.e., windows with rain outside or the like...
Anyway, if you don't have Deathball, or had it and lost it then be sure and check out the link below for version 1.9 of Deathball!
http://www.deathball.net/

is best playing Invasion on, but tends to be harder than most because of the dunes, they tend to induce more damage to the player because of the dunes...
Anyway, it\'s a nice map, check it out and let us know what you think!

map is second to none. It\'s got a broken up look to it, like the ground is busted and chunky in areas, and fences are broke.
As far as bugs, well, there weren\'t too many, but there\'s a water hole that has a reflection of the ceiling, but it looks more like mercury instead of water, maybe my video settings were just goofy... Besides that, the ambient sounds used are kind of annoying, they\'ll get on your nerves fast, heh.
Anyway, check it out, let us know what you think!

goals, which requires players to find alternate paths to their opponent\'s goal.
Two quick notes of interest:
[quote]
To get the mini-torches in the bases to show, your World Detail must be set on HIGH.
Bot pathing works to a point. I don\'t know how to get bots to work with these particular
jumppads. So, they can get the ball, but then they get confused and wander around. Ah well.[/quote]

wonderful. This is truly a must have, fun and a beautiful site!
As far as changes there\'s been some optimization with bot paths and a few other things, check out the readme for the nitty gritties.
My only beef is that I think he should try some texture panning to try and make the texture on the cliff walls a little less skewed, looks kind of goofy, besides that, it\'s awsome!

of the same bells and whistles as the next one, but the lower polys were kind of a letdown for me, I\'m a steckler when it comes to detail, and it was lacking in that department. However, it is a nice map, very cool, and worth the download, or just really like bathrooms....
For a few more tidbits about the map, be sure and check out the readme file.
Enjoy!

All of these maps are classics in my book and are worth the download, whether or not you\'re a fan of RemoteStrike. For four maps, though, the 37MB download might be a bit much.
Be sure and check it out, let us know what you think!

been altered by Tim and resubmitted.
This new version has had some of the bot paths altered to make them a little smarter, and has also had a few weapons relocated to speed things up.
However, the attitude of this guy is that he gets a majority of the credit for making this map, although all he did was edit something else someone else made (read the credits below), that alone doesn't get much praise from me.
=================================
=====================================
=== A Map Review By :agent:Syphir ===
=== DM-TIM-Q1DM4 ===
=== Created By Wormslayer, Edited by Tim ===
=====================================
A remake of a classic Quake map, well recreated
by Wormslayer and then edited by Tim. Although
I do not even touch Quake, I do respect the maps
that have been created for it. This, on the UT200X
side, is a 1 vs 1 DM map, and I must say it is very
well done. It takes the fast-paced approach while
maintaining complex turns, lave pits and narrow
walkways!
-------------------------------------
Texture Usage:
I must admit that the texture use
is very dynamic and made the map
extremely atmospheric. I found
close to NO misalignments, and
there are no pointless textures.
Texture Usage: 10/10
-------------------------------------
Architecture:
I enjoyed the arcitectural design
in the map, such as the grate
effect on the walkways, and the
liquid effect on the teleporters.
And best part, there wasn't a
rediculous IN-YOUR face like
alot of maps now days. There
wasn't too much or too little
effects in this map.
Architecture: 10/10
-------------------------------------
Layout:
As with a layout, this map is
wIeRd. It is like a maze, and is
very narrow. If you manage to
get your greasy hands on a flak
you could insantly own! But there
are also lavapit-filled rooms, which
are always intense!
Layout: 8/10
-------------------------------------
Lighting:
The lighting, although only three
colors, is extremely dynamic and
meshes well with the map. Purple
blue and brown are quit effiecient
in this map =)
Lighting: 8/10
-------------------------------------
Overall:
Textures: 10/10
Architecture: 10/10
Layout: 8/10
Lighting: 8/10
Weapon Usage: 6/10
Total: 43/50
42 - Fantastic
0-5 Terrible
6-10 Very Poor
11-15 Poor
16-20 Mediocre
21-25 Bad
26-30 So-So
31-35 Okay
36-40 Good
41-45 Fantastic
46-49 Ownage
50-50 Syphir's Ownage
---------------------------------------
Finishing Notes:
Although it's not my taste, it is
definetly a great 1vs1 map. Worth
the download for all Quake fans and
veterans, and for all 1vs1 players out
there!

The layout is unique, nice to see a fresh approach to a map. Great job HERO-B-IN!
Be sure and post your opinions and vote below!
P.S - If anyone can\'t get this map to run because of a missing file, I\'m going to kick you in the nuts HERO...

position in the nalicity hotlist
(rating 8 on this site).
The structure is so different from the classical maps made up by simple squared rooms/corridors/ramps that gives at the level his personal
identity, looking more like a cell structure.
The construction of the map has been very long (it took me months to create it) because I have kept the old structure of the map, so it
creates a new level thought for particular static meshes that is more simple than adapting an old structure that present a great number of
bonds that you must use in a creative mode.
I think that the level is quite original, for the new textures, the new static meshes, and for spaces. The gameplay is also quite original
and fun. I\'m satisfied with the result and I hope that you will appreciate it too.
Enjoy the map :)[/quote]
Comments? Post them Below!

matches like hawks, in hopes of discovering the next great crowd-pleaser. Legend has it that the infamous Necris combatant Loque perfected his godlike aim here. SERIOUS DESCRIPTION: An open deathmatch arena, built for 1-on-1 or 2-on-2 team combat. If you crossed DM-Leviathan with DM-Gael, mixed in the lightning gun room in DM-Asbestos, and threw in a hint of Deck16, you\'d get something like this.[/quote]

a beta the map will be improved!!![/quote]
[quote]Space themed map with lots of jumping,the map is great,but I had problems making the AI paths ,I always got an error,
If you want to change the paths be free to do so.[/quote]
I dunno about you guys, but making a crap map in response to other maps you find bad doesn\'t seem like the best logic.

the rawest army vs. army battles. Many new features have since been installed such as the ion cannon available from 2 towers at each base, as well as an external bunker for mowing down incoming enemies. A real fortress, the bunkers offer great protection for defenders, yet slipping out with the flag can be achieved without too much notice

favorite mutator, InstaGib. It plays best on normal gravity, 100-120 speed, without
the translocator.[/quote]
PLEASE NOTE: This map DOES NOT INCLUDE REGULAR WEAPONS SUPPORT, since it was designed to
be played online, where there aren\'t very many RW BR servers.

good example of a futuristic tech sort of map. I liked the textures, as they were fitting for the environment, and the layout, which was confusing at forst, quickly became easy to navigate, after the first time I got the flag.
I liked this map; it has good flow, and is a pretty good ctf map :)
-DoomStalker

widely acclaimed due to its uniqueness over other CTF maps. Features of the Hall include its extreme height, its complete low-gravity environment, its intense lighting, its peculiar speed tubes, and its huge variety of tactical approaches to victory. Its one thing getting the enemy flag, its another thing getting it to yours...\"

other work. Definately worth a look though!
Thanks to Alaney1 for yet another map submission!
Be sure and cast your vote on this file, let us know what you like or don\'t like! Keep the comments coming!

the place though, from castle, to gothic, to futuristic, but it blends pretty nice. This map plays at a good pace, but I didn't like the weapon placement, since there was none in the area where you always seem to spawn :(. Once you get in the area where the weapons are though, it moves fast, since the access ways are very narrow :D.
I liked the way this map was done. Its simple, and it looks nice. It has a good flow. It's worth a download, and now I'm interested in the other maps made by this author :).
-DoomStalker

ammo to be picked up. There are some health pickups, a few 25+ and a few 5+ healths. The lighting is pretty cool, looks like some sort of surreal factory (good thing ;)). The windows have a nice view, with a sort of rack of bodies, that looks deceptively big. This map looks pretty good, the texures and meshes go very well together. My only complaint is that al the weapons are located in the same area; I'd have prefered them to be spread out.
In the end, this map offers a nice quick, fast flowing round of DM. Good stuff, I hope FuzzleBunny will make another map, cause this one was pretty fun.

They\'ll follow you off the top of the roof all the way down to the gantry.
Jump spots are every where for bots. They\'ll find you even on the back of the pyramids.~To be reviewed by the map reviewing staff

copyrighted by Epic Games and Toonces T. Cat. It may not be used for any purpose other than game-play without the express consent of the copyright holders.
DM-(IN) Blue World][ is a direct replacement for the existing Special Weapons version. All previous versions of this level are replaced by the version in this file. The basic layout is the same, but bugs of varying degree have been corrected and, in several areas, the map has been optimized to improve frame rates whenever possible.~To be reviewed by the map reviewing staff

the other clans and was forgotten over the years. Recovered by one of the most famous warrior, Betalus became a very popular fighting place for the Tournaments. - This map is designed for fast and furious gameplay for 2-6 players. GL & HF~To be reviewed by the map reviewing staff

amongst the aceademic community are those that
dare to suggest that there is truth behind the rumour that Liandri corp has held
position of the legendary \"Temple of the Snake\" for years, and uses it as a secret
deathmatch location for the entertainment of those of extreme wealth.~To be reviewed by the map reviewing staff

Epic Games and Toonces T. Cat. It may not be used for any purpose other than game-play without the express consent of the copyright holders.
CTF-(SW) Parallel Worlds][ is a direct replacement for the existing Special Weapons version. All previous versions of this level are replaced by the version in this file. The basic layout is the same, but bugs of varying degree have been corrected and, in several areas, the map has been optimized to improve frame rates whenever possible.

Epic Games and Toonces T. Cat. It may not be used for any purpose other than game-play without the express consent of the copyright holders.
All previous versions of this level are replaced by the version in this file. The basic layout is the same, but bugs of varying degree have been corrected and, in several areas, the map has been optimized to improve frame rates whenever possible. This level is fully compliant with UTClassic and with UTSecure.~To be reviewed by the map reviewing staff

`KillBait!" Duncombe ===
=====================================
Now this is a map that is putting this map maker on the
railroad to success…sorry, I had to be corny =) This map
is based on an abandoned railroad track crossing a flowing
river. Three bridges connect the two bases together. It
is, like most railroads, an outside map, and uses weather
effects, and very realistic water karma effects. Read on.
-------------------------------------
Texture Usage:
The textures were great. Nothing
Was unneeded and everything went
So smoothly into each other, and
Where smoothness is great means
That misalignments are minimal.
Satisfaction Guaranteed.
Texture Usage: 10/10*
-------------------------------------
Architecture:
Nothing too special but nothing
Lagged. The railroad cars were
Realistic and weren’t exaggerated.
The river looks awesome, and the
Bases are greatly designed. Top-notch.
Satisfaction Guaranteed.
Architecture: 10/10*
-------------------------------------
Layout:
Not a disappointment but certainly no
Surprise. It’s the very basic, slightly
Overused ‘2 base connected by a bridge
Over danger’ layout. But what’s wrong with
That? Nothing, but since it’s been used so
Much I really can’t award this man a perfect
10. It’s great, don’t get me wrong.
Layout: 9/10
-------------------------------------
Lighting:
Dynamic, realistic, and wonderfully created.
Nothing special, but it’s certainly great looking.
Lighting: 9/10
-------------------------------------
Overall:
Textures:*10/10
Architecture:*10/10
Layout: 9/10
Lighting: 9/10
Weapon Usage: 9/10
Total: 47/50
47 - OWNAGE!
0-5 Terrible
6-10 Very Poor
11-15 Poor
16-20 Mediocre
21-25 Bad
26-30 So-So
31-35 Okay
36-40 Good
41-45 Fantastic
46-49 Ownage
50-50 Syphir's Ownage
---------------------------------------
Finishing Notes:
This map is absolutely great, and is indeed
OWNAGE material. The gameplay is awesome
And it looks the same way. Download it, you won’t
Be disappointed. And according to the ReadME, this
Was the map creator’s first map for UT2003.
Without a doubt, the creator has something going
For him.

===
=====================================
Good God! Now this is a map that MUST be on
CliffyB ownage! This map is slightly fast-paced
while maintaining a stealth approach. You can
run through realistic trenches, snipe from well
placed towers, that is if you can concentrate
your aim on the player, and not be watching
the beautiful scenery. The game play is great
and the looks are great. Read on.
-------------------------------------
Texture Usage:
This is amazingly put. I could find
NO, I repeat NO texture
misalignments. This is a first!
Their dynamic, their beautiful and
their smooth. Satisfaction
Guaranteed!
Texture Usage: 10/10*
-------------------------------------
Architecture:
Like the textures, their dynamic
beautiful, and they blend well.
However, for some, they may
lag (but all you need to do is
decrease your world detail and
disable foliage). But, the best
part, the absolute best part is
the fact that you don't get stuck!
The creator must of either put
alot of thought, or they used
alot of NoBlock properties =)
The detail is high, and nothing
is irrelevant. It looks realistic...
REALLY realistic. Overall, it
gets what it deserves.
Satisfaction Guaranteed!
Architecture: 10/10*
-------------------------------------
Layout:
This layout is fantastic. There
is a spawn room that is away
from the action so there can't
be alot of spawn kills, unless
some kill-joy sits in there on
purpose. There are trenches
and tunnels that connect to
both bases that you can use to
take a stealth approach. There
are sniper towers that you can
use to be in the action away from
the action. There is definitely team
work based aspects in this map.
Got to love it. Satisfaction Guaranteed.
Layout: 10/10*
-------------------------------------
Lighting:
Great lighting, unfortunately nothing
I thought was astonishing. But, like
I said in my last review, less pizzazz
means less problems...well I said
something like that.
Lighting: 9/10
-------------------------------------
Overall:
Textures:*10/10
Architecture:*10/10
Layout:*10/10
Lighting: 9/10
Weapon Usage: 9/10
Total: 48/50
48 - OWNAGE!
0-5 Terrible
6-10 Very Poor
11-15 Poor
16-20 Mediocre
21-25 Bad
26-30 So-So
31-35 Okay
36-40 Good
41-45 Fantastic
46-49 Ownage
50-50 Syphir's Ownage
---------------------------------------
Finishing Notes:
This map is supreme. Download it!
This is the first time anyone has ever
reached OWNAGE, and was only 2
points away from Syphir's Ownage.
Bling bling.

paths through the middle make for some very intense fights. The background of the map looks beautiful with the stonehenge looking pillars and charred rock textures. The weapon placement is also very great. With some of the weapons hanging off of walls, the placement is great. The loss of the lower floor also means you have to watch your step when jumping to avoid being shot so the battles will be VERY intense.
DSK Tweaker

the Tournaments have claimed this a prime location for a Bombing Run tourney.
Although they have established a \"safe\" area for the game, a few warriors still go missing now and then...
To be reviewed....

eternity...
Supposedly, this arena in the outer reaches of the solar system
has been used occasionally by the Liandri but was very unpopular.
And so they decited to redecorate it but they never finished the redecoration.
Soon it became lost to \"civilisation\", but the world\'s inhabitants still use
it for (un)friendly weekend gatherings.

governments, but between two megacorps: Liandri Mining and Izenaki. Both seeking after Purgatory\'s mineral resources, and landing at about the same time, they fought a harsh and hot battle for the few patches of actual land on the lava-planet. Scorch Outpost is a remainder of this war, built by Liandri as a stronghold to defend a key-position between two mountains. Most of it destroyed in Izenaki\'s last and rather fruitless attack, the remaining parts were slightly modified and are now employed by Liandri as a dueling arena.

overtook the planet and covered the once beautiful lands in fire and ash. The once grand temples and landscapes are now nothing more than ruins and ash. Due to the rising demand of realistic arenas, The Liandri Corporation decided to turn this dangerous moon into the ultimate entertainment battlefield.~To be reviewed by the map reviewing staff

complete, I created the common courtyard
between bases where it took on a new form/direction. It was then I abandoned the lower
sections and focused solely upon making the Courtyard to central theme of the map.~To be reviewed by the map reviewing staff

covered
with electrically charged water and one small island. Trying to harness the
power of lightning proved to be detrimental to all who worked this facility,
but for a person that has the life span of only a few minutes, it does not matter. ~To be reviewed by the map reviewing staff

for this valley, it had earned the name
\" Valley Of The Fallen Corpses \". Now, long since the extinction of these two species, the unsacred land has now
been turned into one of the fastest, most fierce CTF battlegrounds known to man today~To be reviewed by the map reviewing staff

map, and this creator is one of them. The lighting is superb as well as the weapon placement. The map design and layout is also great. With only a few ways to go, you're bound to be in for some fun no matter what way you go. The size of the map makes room for only a couple of players for better matches. This map is overall a great work of art.
DSK Tweaker

the wide open middle area. With the layout of the map aside, The map itself was made for Instagib so the weapon placement isn't anything spectacular but the creator noted that in the readme, so I won't yell. The other aspects of the map are great. The balance between the two bases is perfect and the textures are always very nice looking and well used. The ground outside is rough, but smooth enough to not get in your way. The size of the map is perfect for those really intense matches with friends. The only thing I can really dislike is that it's meant for Instagib (which isn't bad). Which means that if you are an all weapons player, this map is going to be a lot tougher.
DSK Tweaker

This map is Beautiful. It's smooth and balanced with good weapon placement. Which is a problem in a lot of maps. This person managed to make a map that not only played great, but look even better. This definetely the best map I have ever seen created by anyone outside of Epic.
DSK Tweaker
~Highly Recommended

textures for the box around the map and the huge staticmeshes, but it's as smooth as butter.
Duplicate layouts for the bases, and a nice hellish hue all around, simple mappage but has that little eyecandy thrown in with the huge bones that are actually placed in the map for a purpose other than just look at.
Bots are very predictible on this map, always following the same path and marching to their death.
I think this map could use a bit more weapons and ammo on it... but that's probably because I like guns:) Also, it can be confusing if your jumping around too much because both base sides are colored the same except for the flags/banners.
Map runs great and fun to play.
-CVROY

Much of the map takes place on two levels so there is quite a bit of z-axis
fighting. Also, there are two rooms littered with old junk from the freighter\'s heyday.
These rooms serve as good places to shake off pursuers by winding around the junk, or to
ambush people by hiding among the junk. ~To be reviewed by the map reviewing staff

items. The weapon placement could have been improved by adding more weapons in the large areas where there is a lot of action. You might also need a few more players than usual to control and defend areas. The secret passageways are also the fastest means of travel to each base so expect lots of fun and high points with map.

was a good start for whoever hasn't played Deathball, since its really well made.
The texturing on this map is cool, with a large grass lawn stretching across the map. The walls were a nice, simple brick texture, which was pleasing to the eyes. The sky has a nice picture of mars, which looks spectacular.
There's no weapons or health pickups on this map, as it is a Deathball map.
The flow on this map seems to be fast, with the action quickly changing directions. The bots are agressive, and go everywhere the human player can go.
I liked this map, and I think it has convinced me to play Deathball now, since it seems to be quite competative. The flow was fats, and the action quite fun, with some nice visuals. If you like Deathball, I think you would like this map, and would enjoy it even if you have never played Deathball.
-DoomStalker

pretty plain, but playability really makes up for all that and the textures in this map are nice.
Bots kick your arse on this map, they seem to go everywhere a human player does so watch your back.
I like the layout, haven\'t seen a map with this type yet- more of a diagonal style, but really servers up a good time.
Only seemingly down side to this map is that most of the ammo for weapons are always like 50 ft away, and all weapons are spread out a bit. Might be better to put more weapon ammo next to the corresponding weapons while leaving the already implemented ammo where it is.
Grab this, it\'s a keeper!
-CVROY

SG-1. Really cool eye candy, and you can tell the author has put tons of time and work into this map. You have waving silk draperies, moving flag stands, great semi see through textures... wow!
Bots play this map well, and are very sneaky. Keep on the lookout because there are a few out of site places to get around this baby, and people will seem to come out of nowhere.
This map plays great with 16 players or under, might be a little taking on machines with low system specs. You really need a good card to play this one... Geforce 3 Ti or better with lots of onborad RAM.
This is a must have map just to see what this engine is capable of!
-CVROY

They\'ll follow you off the top of the roof all the way down to the gantry. Sniper points are placed throughout the map
Jump spots are every where for bots. They\'ll find you even on the back of the pyramids.

s a castle so it is supposed to be the same I guess since it\'s technicaly one building:) There are little passages here and there, you never really know where you\'ll bump into someone on this level, but it is tons of fun.
I think a skybox would be good here... a nice starry one.

have to get used to it. Bots play the map pretty good too, but can get stuck in the water running through the middle of the level. There is a room under the stairs that's accessed through a really narrow passage and I was able to get stuck in there with two other players so look out:)
This author seems to have built this map for playability, which it has lots of. Lots of gibs on this one... but we like that:)

fresh fell to it and the author manages to do this without using some cheese based grass texture that I have seen in other maps. The terrain texture in this map really puts the frosting on the cake.
I really like the water in this map, looks great against the terrain, looks and moves pretty much like water should... swimming anyone?
Bots play the level well and do some pretty good damage to the other opponents. Hell, they even climb up the mountain to kick your butt!
Due to the maps detail and textures, anyone with an inferior computer on a server with 10+ might experience FPS drops... if you have a decent rig, you'll have a bast!
DL it now you silly bird:)
-CVROY

Very well done and really does his homework.
I don't think you'll find anything to complain about with this map. It's not every day a near perfect map comes out, but this is one of those chosen few.
Bots play this map excellent too and will most certainly give you a run for your money:)
Weapon placement is pretty spread out, but it is very appropriate and makes the map more strategous...(is that a word?)
Great map, great fun... and make sure you get CTF-SummerValley if you like this one.
-CVROY

to you "Slaughterhouse CTF Version".
Really tight map! Plays well and looks great. Anyone who plays BR will instantly recognize this one.
The layout is flowing and pretty open once you leave the bases, other than that, inside red and blue bases can be a little tight. I did find it weird that there is three ways to get into the flagroom, but you pretty much have only two ways to get out. Both of which is a little tight and a little inconvenient.
Bots will kick your butt on this map:)
No real major eyecandy... unless you like big raw hanging bloody meat... mmmmmm yummy. Textures are drab in the flag room, oh well.
This map is certainly not suited for more than 16 players, anything more than that would be utter chaos.
-CVROY

of RAM... hee hee.
The author has the good weapons in the level so you can go BOOM all you want:)
Bot are a little boring on this map as they are very predictable. You can pretty much wait in the bot path and kill'em everytime. Although you won't get away with that with real people playing as there are lots of nice sniping spots and blind spots to travel in.
Fine texture usage on the structures, and the skybox is nice too.
This is on of my favs, so bring your sunblock and get ready!
-CVROY

the Flag version of "Decks"!
Deck16 is renowned for it's smooth playing layout, and now you get that with this map plus a whole lot more!
If you can get on a server with 16 or more people this map is kick ARSE!!!
Layout is well done, flowing and pretty roomy most of the way so you have lots of room to turn around and shove a rocket right down your pursuers throught while you carry the flag back to your base.
This is a map that is also designed to really encourage team play. I don't know if that was the intent, but it came out like that (whew).
No fancy eye candy really, but this is good for this map because it keeps the FPS low and I think the theme of this map is playability... and it accomplishes that:)
This author has a history of turning out some of he best maps for Ut2003 so get this one if your a CTF fan.
This is a keeper on the old Hard Drive!
-CVROY

once those are regognized you'll be flossin and flyin all over this beeeoch. Hint: need to go down:)
Textures are not anything fancy but more than get the job done since they are not hurting your eyes the second time you play the map. Bots have no trouble getting into your base and grabbing the flag on this one so get ready, they mean business!
The hallways near the flag room are really tight with low ceilings, but I think this makes the map better as it is a challenge to get the flag out the front door. If it's too tight for you there is a back door you can just run out of but you have to circle back around eventually and in the mean time you have the whole opposite team on your tail.
Great fun on this one!
-CVROY

really neat to watch as people just slaghter and get slaughtered while trying to get into each other base.
Most of the weapons are placed in the area between the bases which I give kudos to the author because this kind of forces you into the action on this on. It's like saying "if you want to have a camp out and sit in your base guess what... you can do it with minimal weapons"
Once in the bases it's kind of easy to get and take the flag... but good luck crossing that middle stretch:)
Bots on this one like to tend the flag but will make feeble attempts to get the opposite teams flag .
-CVROY

reminds me of a tomb of sorts just a little bigger. All the usual Egypt textures are here.
The author did a pretty slick move in this map and that is the spawn points are in rooms off to the side... yeah:)
Play it, love it... nice map!
-CVROY

combination of meshes and 3d looking textures. It does the job in a real nice fashion. The map looks pretty real, and is very fitting to the sort of map this is. The layout on this map is real fitting to the "1on1" tag, since it is, well, small, and has a tight layout, with many nooks and crannies to suprise your enemies. The tight layout might be a problem at times, since it can get in the way of movement. Also, the waterfalls can be some of a problem, because of two things. One, they might block things from view, hiding a passage and such. I suppose that is what it may have been meant to do, so that isn't a real beef. My other beef with the water falls is that the cause framerate drops, which could get you fragged :(. The weapons have been placed very well, and give this map great flow, along with its nice layout. This map was fast paced, with nice looks, and i recommend it to you for a try.
-DoomStalker

new engine technology. Kind of reminds me of the games Kingpin and Rainbow Six Urban Ops rolled into one.
Lighting is good in the map, it’s dark where it should be (or expected to be) and not overdone at all.
Weapon placement is a little bit confusing at first, but clever nonetheless as it forces you to get into street brawls. If you want the rocket launcher you’ll have to work for it.
No big eye candy in this map, but the textures I’m sure are almost all original except for a select few, and the map like I said looks great… most important plays great.
Flow on this map rocks, it’s easy to get around and if you like heights you can get on the rooftop of the building in the middle of the map for some good sniping or quickly dropping in on the opposing team. For those who hate to fly, there is an elevator to the top as well.
I think the red base does have a little advantage over the blue since it’s more open, but you’ll be too busy to notice.
One of the most played maps on a server I frequent; nine out of ten people love this one too.
-CVROY

walls too. Some of the lighting, like in the lower link area, could have been darkened a bit. Also the entry points to the bases are situated on one side. Making it very difficult and fun to get in the opponents base. I felt the weapon placement was akward and made you go out of your way to get weapons without really making you work to get them. I would recommend playing this map with 6-10 players and no mutators. You'll have enough fun without them.
DSK_Tweaker

weapons. The bases themselves could be made a little bit bigger, but with the two different entryways there, it works well. Great map for close head to head combat if you like to be surprised with a rocket everytime you walk around a corner.
DSK_Tweaker

bad gameplay by making it hard to get to the other base but these are big enough that you can make it easily but still keep the action up. The bases are designed to give the flag runner places to hide when he does make it back to his base. The placement of the weapons is also good. It keeps the players from just running straight to the other flag or translocating there. The height of the map and all the textures may make some lowend users lag but not enough to make it unplayable. All in all, this map is very nicely done.
DSK_Tweaker

translocators, lowgrav, and quadjump. If none of those are on, the game could become slow and tedious work. Great map for snipers with the high mountains of snow and open terrain. The biggest problem would be for the runner if the map is played without lowgrav because the runner would have to go around instead of through the center. Also the map isn't very confrontational with the split walkways in the center. Best if played with 6 to 8 players.
DSK_Tweaker

better by putting the weaker weapons in the houses and the others outside. I also found a spot in the wall where you could fall through and get lost very easily in. With that aside, this map is a great outdoors map.
DSK_Tweaker

designed with fun in mind. Although the map doesn't look great and could have been taken down in height a bit to save some low end users a few frames, it plays very excellent. The balance is very nice making each side completely equal. The coloring of each base could have been improved just to remind you of what base you were in, but other than those few complaints, I think this is a great map. The weapon placement is even very thought out and well placed. Making the game fun getting weapons by not just putting them in your way or completely out of the way.
DSK_Tweaker

weapons. The placemant of the weapons worries me though, as it can become rather spammy when everyone has Rockets and Flak cannons. There is alot of ammo placed around the ma, and lots of adrenaline. I like what the author did with the adrenaline; he replaced them with beer! When you reach 100 adrenaline, and you pick up some more, you view also goes all crazy , pitching up and down. Neat trick.
The flow on this map is pretty smooth, without many chokepoints.The only complaint I have is that the entrances to the flag rooms are a bit funny, and are blocked by some sort of metal....thing. With this, you cannot see if anyone on the otherside of the door is waiting for you with a flak cannon. With all the weapons laid out in front of you though, it was a tad spammy.
The textuing on this map was alrght, but left something to be desired in the variety department. Most of the textures were of the cement variety, nad that gets old. The beer can textures on some of the larger stuff was a bit stretched, and, frankly, looked ugly. Still, its not everyday you have lots of giant beercans scattered everywhere. The lighting in this map was a good, but wasn't anything special. There were a few coronas scattered around the map, The map was well lit, and I liked this. I thought it suited the map, and the illumination just seemed...fitting.
This map is a good play, and should be good for a few rounds of CTF. I thought it was unique in the sense that I have never played a map located in a beer factory. Worth a try, at least.
-DoomStalker

only two doorways to the map room which unfortunately are connected by a single corrider, which basically means there is only one route to get the flag. If multiple paths were added, this map would certainly be on the road to ownsville.
Collisions need to be set better because I was able to translocate out of the map area and run around outside occasionally falling in the holes in the terrain. Players should not be allowed to leave the playing zone unless there is another way into the flag room from there.
Maybe making this map a tad larger would be best, even with 14 players it can get crowded and very frustrating once you have the flag. In it's current state I would not play with more than 8 players tops.
I really like this map for what it can be, and it shows that this map author takes mapping seriously. Finish this masterpiece and it will get lots of play time!
-CVROY

===
=====================================
There is no spoon, and there is no
bots on this map. This map has an
extremely well done atmosphere, but
it was just way WAY too big. I found
the redeemer, and searched the
outside area for atleast
three minutes and didn't
find an artificial soul anywhere.
-------------------------------------
Texture Usage:
This map uses custom Matrix textures
and the atmosphere in this map is
extremely well done. However, since
everything was so overly sized, the
building textures were way undersized.
But off of that, I found virtually
no misalignments, overusage, or
irrelevant usage.
Texture Usage: 8/10
-------------------------------------
Architecture:
This is iffy. I found some effects
irrelevant, such as the wooden steps.
But, it still had one hell of a feel.
Nothing got in your way.
Architecture: 7/10
-------------------------------------
Layout:
Like I said previousely, way too
big. I found myself lost often
and could rarely find the weapon
of my choice. And because of size
I could never find a bot to kill.
But the roof jumps, and the hidden
cuts were a fantastic touch. But
given the size, I don't think that
just those two could save this score.
Layout: 3/10
-------------------------------------
Lighting:
Dull and dingy work, nothing was
dynamic in this field. Although
I have to admit, atleast it didn't
use UNLIT textures.
Lighting: 8/10
-------------------------------------
Overall:
Textures: 8/10
Architecture: 7/10
Layout: 3/10
Lighting: 8/10
Weapon Usage: 5/10
Total: 31/50
38 - Okay
0-5 Terrible
6-10 Very Poor
11-15 Poor
16-20 Mediocer
21-25 Bad
26-30 So-So
31-35 Okay
36-40 Good
41-45 Fantastic
46-49 Ownage
50-50 Syphir's Ownage

===
=====================================
=====================================
Now according to the ReadME file
provided by BLACKHAWK in the zip
file this was his first.
This map was a map that you have to
play to believe. It could have been
alot better. The layout was decent.
But I felt like I was going no where.
Maker, if your reading this, it was
just too big.
-------------------------------------
Texture Usage:
Unfortunetly, this map had no scheme
for the textures. It looked
completely randomly put together.
Not to mention it was all misaligned.
However, this is his first map. Most
people that make their first map have
some bubbly texture somewhere.
Texture Usage: 4/10
-------------------------------------
Architecture:
Well, like I stated previousely
the map was too large. And, I went
no where. I got stuck in a large
room in the center, and took damage
in the process. However, it was
quite easy on the FPS because of
the lack of decos and effects.
Architecture: 3/10
-------------------------------------
Layout:
Too big, too irelevant. I got
cought in the big room often.
It was impossible to get out of the
room I got in, too, which is major
in the score.
Layout: 3/10
-------------------------------------
Lighting:
Some rooms had defualt lighting.
Other rooms had poor shadowing.
However, it did effect the mood
of the map.
Lighting: 4/10
-------------------------------------
Overall:
Textures: 4/10
Architecture: 3/10
Layout: 3/10
Lighting: 4/10
Weapon Usage: 2/10
Total: 16/50
16 - Mediocre
0-5 Terrible
6-10 Very Poor
11-15 Poor
16-20 Mediocer
21-25 Bad
26-30 So-So
31-35 Okay
36-40 Good
41-45 Fantastic
46-49 Ownage
50-50 Syphir's Ownage
---------------------------------------

===
=====================================
This is one map that was slightly
on the dissapoiting side. Now, I
never played the original version
for UT, but this map was a little
too empty. However, the creator
definetly gets an A for effort.
--------------------------------------
Texture Usage:
This map uses original UT textures
and mixes them with UT2003 texstures.
Notice the walls, floors, and sky.
However, the walls were slightly
overly stretched, atleast I felt they
were. Not just that, but the beams
textures were completely unaligned.
And the pale metal floor under the
rocket launcher looks chumpy.
Texture Usage: 6
--------------------------------------
Architecture:
I give the maker props on the usage.
Everything was nice and out of the way
and on top of that, it looked good.
The cons? The beam in the shield room
got in my way often. Aside from that
there really isn't any. Everything
is nice in this part. Except the lack
of detail. Don't get me wrong, there's
plenty, but I like alot, so it's just
me. The curving hallway, and the arch
doorways are great touches and look
fantastic.
Architecture: 8
--------------------------------------
Layout:
The layout was decent. Anything that
people may spam with, you have to earn.
I like that. The map was a complete
circle, and is nice and fast paced.
It wasn't overly sized. And the
huge lift jump you need to do to get
up in that area is a great touch.
Layout: 8
--------------------------------------
Lighting:
The lighting was very well done.
Colorful and dynamic, quite well
done. It went dynamically with
each map to really effect the atmosphere.
Coronas are also well done. Unfortunetly
it just didn't affect the gameplay.
It affected the way you feel, but not
the way you play.
Lighting: 9
--------------------------------------
Overall:
Textures: 6/10
Architecture: 8/10
Layout: 8/10
Lighting: 9/10
Weapon Usage: 7/10
Total: 38/50
38 - Good
0-5 Terrible
6-10 Very Poor
11-15 Poor
16-20 Mediocer
21-25 Bad
26-30 So-So
31-35 Okay
36-40 Good
41-45 Fantastic
46-49 Ownage
50-50 Syphir's Ownage

ring sort of platform around the top. Around the map, there are scattered weapons pick-ups, including the flak cannon, rocket launcher, link gun, minigun, and shock and lightening rifles. There are also some health pickups, and a double damage.
Playing this map is a blast :rock: . In fact, when I got may hands on this map, I had to play it for a long time, before I was ready to review. The map flows real nice, and there is plenty of weapons for all, so there is no weapon hunting. I liked the fast game play on this map. There was non-stop action, and it was good action. The players running on the bottom level, with others jumping down on top of them, guns firing :).
The texturing in this map is plain, and is very discrete. Which is what it should be, as in this map, you shouldn't be looking at the textures, but the action that's going on. The skybox is nice, with a view of Mars, the asteroid belt, and the Earth. It gives the map some nice atmosphere. The lighting on this map is good. Mars casts a red glow over the platform, and there are many uses of coronas on this map. Nice jopb on the lighting.
Frankly, I thought this map was very nice. It might not have been the best in terms of eye candy, but delivered in terms of gameplay. I haven't played the original SpaceNoxx, so I don't what this map is revised from. Load up this map with a few friends, and frag away, this map is a worthwhile download.
-DoomStalker

and changed the layout slightly to be "no-frills". There are no nooks and crannies,so there's nothing to get caught on, like in Curse3. The texturing is heavy on bricks, and that gets old, so the map starts to look boring after awhile.
This map should run well on most, if not all, decent gaming machines. I would say that a minimum of 10 people are needed for this map, in order to have a lot of fun, since this is a decently sized map.
-DoomStalker

battle, which is what this map is set up for. There are few powerups in this map. There are very few adrenaline packs, health pickups, or many ammo pickups. There are, however, both of the superweapons, the Redeemer, and the Ion Painter.
The lighting on this map is bland. Most of the map is in darkness, since this map is in a nighttime environment. This leaves most of the map in darkness, and this can lead to problems when trying to see who's shooting at you. The texture job in this map is also bland, with one texture blanketing the entire map. Blah.
This map is good for a 8 plus person deathmatch, but the fun would probably wear off pretty quick, as there is only one way to play this map and that's as an all out meele. I thought the idea of a golf course DM would be fun, but this one was rather ugly looking, and had limited playablity.
-DoomStalker

smooth playing map if you have a rig that's decent, and you don't need a super machine to run it.
You will however need to play this map a few spins before you get used to it's layout, but do not get too side tracked by the eyecandy or BOOM!
Not a small map so get your pals together, you will need a good handfule to play (10 or more).
Great map and great job by the author...This one is staying on my hard drive:)
-CVROY

all.
**Note to map authors: DO NOT put spaces in map names, this make the map impossible for a client to download from a server... this means your map will not get played as much because they can't get it from the servers. Also, any servers that use mapvote will not get to play your map as any map name with spaces get skipped... even if 100% of the server votes for it.
-CVROY
This Map is a modification of Neoninja's excellent port of UT's Facing Worlds, Facing Worlds 2003.

the floor of the crater, and many pits of hot lave geysers. There are plenty of weapon pickups, and several Redeemers to be found :D. Health pickups populate the map in convinient locations, as you will need them.
The atmosphere of this level feels like it should, as its a volcano. The air is a ashy tone, and the ground is a dark, hard looking rock. The area in the lava pits is a hard red, and definitly looks like lava pits should. The sky has many dark, thick looking clouds, which fits the mood of the volcano. I only wish that the author had put in a rumbling background sound, to further add to the volcano experience.
One thing you should be warned about. As this is a huge map, you will experience framerate drops, since the map is so huge with alot of detail. This map is really nice as it is though, so I would advise that you stick a ton of players in the map, and have a blast.
-DoomStalker

Author has kept to the great layout of the original one faithfully and weapon placement is the exact as well. The map colors are bland and flat but hey, it's a remake of the first deck16 (which is bland and flat).
One of the noticeable differences is that the lift textures are not really a weave type or netted like the original and it is hard to see where the lift is...or if it is even a lift. You kind of just happened to be standing on it and it moves...woa! The crate textures from the UT version have been replaced with a tech style texture.
This map runs smoothly with the recommended amount of players (10 or less) but do beware… even though this map doesn’t have lots of eye candy it can run a slow on inferior machines and certainly with muts like gibalicious running, it can get sharp FPS drops.
Bots played well with no problems and most importantly they did not seem to gravitate to any particular location or get stuck. Bots also used all weapons on the map equally.
If you want a map to play some old UT mappage on the new engine, I would recommend this. If you’re an eye candy person there may be something else out there for you.
*Note to author and future mappers, when making maps, make sure there are no spaces in the map name or the client cannot download it from the servers or a redirect.

copyrighted by Epic Games and Toonces T. Cat and Balefire. They may not be used for any purpose other than game-play without the express consent of the copyright holders.
All previous versions of these levels are replaced by the versions in this file. The basic layouts are the same, but countless bugs of varying degree have been corrected and in several cases, the maps have been optimized to improve frame rates whenever possible. All of these levels are fully compliant with UTClassic and with UTSecure.
Enjoy!
-Toonces T. Cat

levels are copyrighted by Epic Games and Toonces T. Cat, Balefire, and Hobi-Wan. They may not be used for any purpose other than game-play without the express consent of the copyright holders.
Each map has ten additional weapons built in that are usually not a part of \"Normal Weapons\" game-play. These include: the Helios Rifle, a Colt Peacemaker, an MP5 with Grenade Launcher, a Benneli Shotgun, the Fyrian Cannon, the PIC...or Personal Ion Cannon, Sentinel Deployer...which places either floor or ceiling mounted Sentry Guns much like those from the film Aliens, the Noisy Cricket from Men in Black. and the Sniper Rifle from the original Unreal Tournament...Two of the levels also contain a Super Shock Rifle.
There are no known weapon bugs.
The weapons alternate with the following keys:
0 = Redeemer, Ion Painter, PIC, Sentinel Deployer
1 = Shield Gun
2 = Assault Rifle
3 = Bio Rifle
4 = Shock Rifle, Super Shock Rifle, Colt Peacemaker
5 = Link Gun
6 = Minigun, Fyrian Cannon, MP5
7 = Flak Cannon, FireChucker, Noisy Cricket
8 = Rocket Launcher, Benneli Shotgun
9 = Lightning Gun, UT99 Sniper Rifle, Helios
If you re-bind any of the standard UT2003 weapons to another key the special weapons, as listed above, will also move to the new key binding.
IMPORTANT NOTE #1
To ensure full compliance and no version conflict errors, completely remove all files associated with any earlier versions of the weapon mutators.
This includes all files that are part of an earlier version of the Wild West mutator:
WildWest.int
WildWest.u
wildwest_sounds.uax
wildwestpak__animations.ukx
wildwest_staticmeshes.usx
WildwestSkins.utx
...and all files that are parts of the Sentinel Beta, Beta2, Beta3, or Beta4 mutators.
Any files that need to be updated will be replaced by the .ut2mod installer.
There have been numerous changes in the maps. Expect the unexpected and you won\'t be disappointed...:-)
IMPORTANT NOTE #2
Some of the Invasion maps have secret areas. These areas can be extremely difficult to reach without killing yourself. Some of these zones are protected by deadly mazes. Make sure that your \"World Detail\" setting is set to at least \"High\" or you will not be able to see the things that can kill you.***
IMPORTANT NOTE #3
In order to use the Dead Cat Invasion Map Pack on a UT2003 Server, you will need to add the following lines to their ut2003.ini file in the [Engine.GameEngine] section of the file:
[Engine.GameEngine]
ServerPackages=WildWest_v101
ServerPackages=FireChucker
ServerPackages=SA109
ServerPackages=Sentinel
ServerPackages=Fyrian
ServerPackages=PIC
ServerPackages=MIB
ServerPackages=Helios
ServerPackages=ZencodersweaponsV17
Enjoy!
-Toonces T. Cat

copyrighted by Epic Games and Toonces T. Cat, Balefire, and Hobi-Wan. They may not be used for any purpose other than game-play without the express consent of the copyright holders.
Each map has ten additional weapons built in that are usually not a part of \"Normal Weapons\" game-play. These include: the Helios Rifle, a Colt Peacemaker, an MP5 with Grenade Launcher, a Benneli Shotgun, the Fyrian Cannon, the PIC...or Personal Ion Cannon, Sentinel Deployer...which places either floor or ceiling mounted Sentry Guns much like those from the film Aliens, the Noisy Cricket from Men in Black. and the Sniper Rifle from the original Unreal Tournament...Two of the levels also contain a Super Shock Rifle.
There are no known weapon bugs.
The weapons alternate with the following keys:
0 = Redeemer, Ion Painter, PIC, Sentinel Deployer
1 = Shield Gun
2 = Assault Rifle
3 = Bio Rifle
4 = Shock Rifle, Super Shock Rifle, Colt Peacemaker
5 = Link Gun
6 = Minigun, Fyrian Cannon, MP5
7 = Flak Cannon, FireChucker, Noisy Cricket
8 = Rocket Launcher, Benneli Shotgun
9 = Lightning Gun, UT99 Sniper Rifle, Helios
If you re-bind any of the standard UT2003 weapons to another key the special weapons, as listed above, will also move to the new key binding.
IMPORTANT NOTE #1
To ensure full compliance and no version conflict errors, completely remove all files associated with any earlier versions of the weapon mutators.
This includes all files that are part of an earlier version of the Wild West mutator:
WildWest.int
WildWest.u
wildwest_sounds.uax
wildwestpak__animations.ukx
wildwest_staticmeshes.usx
WildwestSkins.utx
...and all files that are parts of the Sentinel Beta, Beta2, Beta3, or Beta4 mutators.
Any files that need to be updated will be replaced by the .ut2mod installer.
There have been numerous changes in the maps. Expect the unexpected and you won\'t be disappointed...:-)
IMPORTANT NOTE #2
Several of the CTF maps have secret areas. These areas can be extremely difficult to reach without killing yourself. In two of the maps they are protected by deadly mazes. Make sure that your \"World Detail\" setting is set to at least \"High\" or you will not be able to see the things that can kill you.***
IMPORTANT NOTE #3
In order to use the Dead Cat Map Pack on a UT2003 Server, you will need to add the following lines to their ut2003.ini file in the [Engine.GameEngine] section of the file:
[Engine.GameEngine]
ServerPackages=WildWest_v101
ServerPackages=FireChucker
ServerPackages=SA109
ServerPackages=Sentinel
ServerPackages=Fyrian
ServerPackages=PIC
ServerPackages=MIB
ServerPackages=Helios
ServerPackages=ZencodersweaponsV17
Enjoy!
-Toonces T. Cat

completley in a death arena, there are unforseen traps, for the unwary.
Keep an eye out for things that are not as they seem, and for many, hidden and hard to access tunnels,and supplies about the station. That only the elite contestants are aware of. Will you join thier ranks,Die, or be sent to the P.O.W. Camp RAISIN-HELL-IN-THE-SUN only there to die. Come in join the fun and discover the secerts of Space Station-422

was waged within its walls between two rival guilds.
Since then those who enter the Keep are overwhelmed with feelings of hostility and cannot keep from attacking those they may encounter. Needless to say the Keep was abandoned. While retaining its beauty and grandness of days gone by, a sinister presence holds the Keep in its clutches. Echos of that battle can be heard wispered in its halls still today.

theme is of course related to The Matrix. Ideal player load is 10-16 and was tested as such.
No lag or zoning issues are present. Bot paths are not in yet so this is really only a challenge in a full live server. Pick ups are also not present as it was designed for Low Grav Instagib. Everything will fall into place in upcoming beta\'s LOL! :)

single larger tower in the middle. There are many jump pads to get from platform to platform, and the routes to get across the towers are located going through the middle tower. The flow of this map is very smooth, and the bots faired pretty well in this map. The gameplay was very fun, and there's plenty of pace for two teams of 6 or more.
The placement of weapons was well though out. All teams had easy access to the lightning rifle, which was an essential in this map, because of the sheer size, which lent itself to playing sniper. There were some powerups in this map, but I felt that it could have used more adrenaline, and some double-damage.
This map looks very nice, and has a damp, city feeling to it, which is what I think the map maker was aiming for. The map has a nice rain effect, and a gray fog, and several bulliton boards on top of the buildings, strengthning the look of a city. The buildings use the same textures as those in Skyline and Plunge, and they still look good. My only beef is that the area below the towers looks funny, becasue of the combination of the skybox and the fog. But, meh. That's not real important.
Very nice map, worth the download.
-DoomStalker

planet/moon. This is well done. There is lots of lava flowing, and many lava and steam geysers shooting up. There are many cracks in the surface, which are filled with lava. The texture use is sort of plain, the ground being a dark sort of stone texture, with only a few areas of other patterns.
The lighting and fog of DM-Io is all red, which gives it its atmosphere. The lighting of this map is nice, but could have used a few coronas and projectors to relly bring out some of the features of this map. The weapons in this map are in great quantities with lots of ammo, so there's plenty of action. Also, there's many powerups for adrenaline, a few superweapons, and some double damage. With the second level on the map, there's lots of opportunities for sniping.
The ambiance of this map is well done, because of the hot feeling from the red, the lava stuff, and the environmental sounds of the lava. The gameplay on this map is really fast paced combat, all with the risk of falling into the volcano. DM-Io is a nicely done map, and I found it to be rather fun. Just watch out for the lava :)
-DoomStalker

stretching across the map. There are several ways across this canyon, over it, under it, and through the water inside.
Thsi map felt to be well balanced, because the setup of the bases was identical on both sides. Both teams had access to all the weapons, and several sniping towers. The flow of this map was very nice, at times fast paced. The flags were not too easily accessable, but just right.
The texturing of this map was well done in some places, but in others, it was lacking. The buildings on the map were nicely done, having a old, run down look. The terrain, on the otherhand, looked plain, and was too flat. It would have been nice if the authors of this map had used some real terrian, instead of just a flat plain. The lighting on this map was nice, but also had some room for improvement. The lighting for the red and blue bases were colored appropiately(sp?), but it was a bit plain. The ambiance for this map was okay, but there wasn't any background noise to add to the nighttime sky.
Good job, great for a quick round of CTF.
-DoomStalker

spammable now, because there
are more ways to get there. I made the lifts in the two main halls move 30 percent faster,
so that you can jump right towards the upper level. The two teleports improve game speed.

with many powerups. Lots of adrenaline, +5 health, and double damage powerups to be found around the map. The texturing gives the map a dirty and old feeling, which matches it perfectly, since it is an old factory. Textures are finely aligned, without any errors. The lighting of the map is very well done, with many nice effects. Overall, the lighting fits the setting, and isn't too flashy, giving the environment a nice illumination. The ambiance is very good, and the ambiant sounds such as grinding of gears, humming of generators, etc..., feel like they should be there. This map is meant for some quick, fast paced, free-for-all deathmatching, with around 4-8 players.
-DoomStalker

one.
Since Domination is best suited to outdoors (I think anyway) that is what I decided on for this map. In an ideal world, I would have made the indoor area slightly larger, and the outdoor area slightly smaller, but in the end I think the map plays pretty well as it is.
There are a variety of strategies to use on this map. The indoor point is pretty easy to defend, although you\'ll notice a lack of health, and a need to venture outside in order to collect better weapons than the biorifle (argh, blasphemy, the goo gun rocks!)
For the outdoor point, you\'ll find it a lot harder to defend due to snipers and open play, but there\'s also more health, nice weapons, plenty of ammo and a shield to compensate. There are plenty of routes to get to the points, and there are a few surprises along the way. Have fun finding the Udamage and Keg...
Hope you enjoy this map as much as I enjoyed making it...for the first 100 hours of editing anyway, lol.
Ps - Even if you have a slower PC, I recommend running the map in high detail just ONCE to enjoy all the high detail splendour :)

Now the wasteland is empty of life and racked by the elements. The perfect spot for the Liandri to hold their Tournaments. Come face the elements and the dangers of the battle in the WASTELANDS !!!!!!!!!!!!!!

this map went a bit to far :P lol. Pick ups are relitivly easy to find and are scattered round at certain parts of the map. I give it 6/10 mostly for the Egyptian design as i am a big fan of it in ut2003 :). Download if you want!
Onsl4ught

the maker of the map though people might spam with them :D lol, there isnt a lot of the rocket launcher and flank cannon ammo as well. I spent a long time playing this map with some of my mates. Both the BR and CTF of it are very good. The detail and texturing is one of the best on maps I have seen. I recommend you all to download it! :)
Onsl4ught

the maker of the map though people might spam with them :) lol, there isnt a lot of the rocket launcher and flank cannon ammo as well. I spent a long time playing this map with some of my mates. Both the BR and CTF of it are very good. The detail and texturing is one of the best on maps I have seen. I recommend you all to download it! :D
Onsl4ught

walkways
suspended over a pit of lava. Good room for movement and dodging everywhere but the action is much more
face to face on the lower level as opposed to the third level, in the audience, which is more geared
towards snipers.

modified the falling zone making it bigger (now it\'s easy to fall in).
Hope you enjoy my first (complete) work with UnrealEd.
Please give me any suggestion (negative too) or any possible idea to make this map better. I\'d like also to contact someone who can help me with lights, or someone who need help in his work.
e-mail adress \"shaznay@infinito.it\"

Weapons are provided and become very handy when the Warlords show up. I did not want the map to be over when the Warlords show up as it is on most maps. They are certainly the most fun to fight! This map allows you to fight them for awhile.
The fortress has areas of sanctuary to \"catch your breath\" and restore some power. THere is risk in obtaining the Redeemer at the higher levels to make it much more difficult to achieve high levels of gameplay (level 20+)...but it can be done. The player spawn points are placed close to the fortress wall to allow late joining players to have a chance to join in without dying immediately. I usually do not include super weapons (I feel they require little skill), however on this map they certainly require great skill and patience to use successfully without killing yourself or a teammate.

multi-level platforms both jumpspots.
Team bases are elevated high in the air with jumpspots and movers for monuvering to other platforms. Best game play is encountered while low-grav is activated. This map does have weapons, so those who prefere weapons other than instigib will enjoy.

yet :)
It\'s fast paced for a big map and the bots get around all over in it. There are two hidden spots in this map. So far everyone has enjoyed the hell out of it, I suggest it highly. Tons of sniping angles and fast gameplay.

meshes from the packages available with the retail version. This was my intention. It seemed challenging to create a new world given the limitations of pre-existing meshes, and makes for a much smaller file (less load time for the level).
This level supports bots, but because of its complexity, bot usage should be minimized if not eliminated. I truly constructed this level with the human player in mind, even though a modest A.I was added.

said \'God created Arrakis to train the faithful\'. Rubbish! \'God created Arrakis to train for the Tournament!\' Because of intense daytime temperatures, all matches on Dune are held at night. For the victors, a safe flight back to spaceport. For the losers, the same fate as the Old Man of the Desert, Shai-Hulud...

sent their maps in to us that I have included in this mappack. All original readme files can be found in this zip file.
[b][u]Maps included for this mappack are[/b][/u]:
BR-Faith
CTF-Bertha\'s End
CTF-Glacier UT Corona\'s
CTF-Glacier UT v2
CTF-IdolWorship
CTF-Impossible
CTF-Novaburst
CTF-PQLand2k3
CTF-Tinaka

was discovered.
The blue crystal, however, had an unexplained effect on the miners, causing extreme violence and hysteria and the entire team was nearly exterminated by one another. The excavation site was abandoned to the Tournament a year later.

problems with it.
This mappack includes all CTF, DOM, and BR maps submitted to UT2003Files.com during the first half of March 2003 (1st thru 15th). A second mappack will be released around the 1st of April with the second half of the month's map submissions.
[b][i][u]The following maps are included in this mappack[/b][/i][/u]:
BR-Canyon
BR-Valley Of Minocqua
CTF-Ariel
CTF-Clostrophobic (1.4)
CTF-Sharpfish Park
CTF-Toyland
CTF-Valley Of Minocqua
Dom-FourCorners
Dom-Sharpfish Park
Please provide feedback so that I know that I set the Mappack up correctly. Thanks!
CaNNoN

Shock Rifle. After defeating the alien menace, NovaBurst could not control the slime the alien had left in its rage. He called upon his friend MegaMix, who was a very skilled British builder. NovaBurst had
him incase the slime within a state of the art battle arena. This arena would be used to train his clan, ShockProof.
This is the arena!
Map Builder Megamix.
Map Idea NovaBurst.

careful......there are two large saw blades that will make hamburger out of you if your not quick, and you will fall into a big buck on the other side (lol, I tried it).
The other 2 rooms do not really have anything in them except for some large chunks of meat hanging on hooks in 1 room, and a large logo of the person's clan that made this map in the other.
CaNNoN

of this facility started in 2285 and was completed in the year 2291.
Its purpose has remained the same to this day -- to provide the competitors with the ability to self-administer aid as quickly as possible to their injuries during the short time allotted between matches. There have been many regulations instated by the Tournament Commission to prohibit the discharging of weapons within the facility but Tournament competitors rarely follow this rule.

matches.
Changes are:
1) 100 shield is switched with Double Damage
2) Minigun is now in the Lower Link Gun position
3) Upper Link Gun moved to old Mini position.
4) Boirifle replaces old upper Link Gun position
5) Extra Rocket Launcher replaces Lighting Gun position
6) Lightning Gun is know located by new Double Damage position (where the Super Shield used to be)
7) You can now see water on low textures
8) You can now see the screenshots on low textures
9) 2 spawn points added (1 by new location of extra RL & 1 by Flak Cannon)
10) Fixed cratering when ducking onto water

look like ice to me.
Has plenty of your standard weapon and power-ups and you can "warp" over to another island and pick up the hand ol' redeemer.
Overall, not a bad map, could use a little more work though, just my opinion, but it's a playable map.
CaNNoN

author designed them to be played.So having said that. Here are a couple of things that are ESSENTIAL to the gameplay and smooth running of this map
1. The map being a re-vamp retains the size of the original overly big as it was! So I have introduced kickers which are essential to the gameplay and the speed in which you cover the large distant between flags yet still leave areas for the freelancers to roam .the kickers when fully utilized will get you from flag to flag in under 45 seconds! But a couple of factors have to be inplace for them to work 100%. First this map must be played in low gravity!.. I can already hear the groans! Not only for the kickers to work but also to reach all those nice rocky high spots for those snipers out there.Secondly NO TRanslocator\'s with these implace the bots use these and ignore the kickers and acualy slow down your speed agross the map! The kickers are by far the speedier option and great fun to boot.Not to mention you can commit suicide by standing at a kicker! fire a rocket use the kicker and when you land turn around and watch your own death coming towards you!
2.FRAME RATE.. People who have geforce cards will get a huge drop in fps if they use anisotropy filtering. Please Turn this off! the fps will increase significaly with not too much drop in the visuals quality! a good trade off IMO. If you do have to tweak your ingame setting make sure world detail stays at highest setting.the first time I lowered this and some of the statues disappeared I re-installed the game thinking I had messed up the maps LOL!
And lastly the PATHING The map was originaly completely pathed including roof areas and all high rockly plaforms for the bots to snipe and drop down into the red flag room through the hole in the roof but this was creating to mutch of a performance hit on rigs lower than a gf3 so had to remove them.But this does not effect the general play.And I have left some weapons and powerful pick-ups in these areas for online play.One last thing I should mention had to lower the number of max players from 16 to 12 for the sake of smooth gameplay ..8-12 players may seem very low for such a huge map .But with the kickers the map plays much smaller and is always fast and frantic! Sorry for such a long read me I hope you will enjoy this map! As much as I enjoyed making it.. Michael roberson

of the map. Also in the middle of the map is ramps on either side of the map which leads up to a walkway which leads to the other teams Flag area.
I liked this map, but there were no weapon spawn, only power-ups and adrenaline. Good map other than that....
CaNNoN

full of greenery (plants, grass, etc) but even with my Geforce 4600TI found it to be a bit challenging FPS-wise.
Like the author states, this map is not final, and I\'m sure that the FPS problem that I had will be worked out.
[b]CaNNoN[/b]

survivors
still alive whom worked there. One day, Syphir (the new leader of the Unreal Tournament)
heard of this, and searched for weeks for it\'s location. Eventually he did, and rigged it proper
for the Unreal Tournament.

so brutal, the great pharoh Horus could not stomache
it. He could not destroy it, only hide it. And so he did, at the cost of his own life.
200 thousand years later, Syphir himself found the great fighting arena, and put it
back to it\'s original purpose: to steal as many lives as possible.

peaks and valley\'s (my description, not the author\'s) with lots of power-up\'s located throughout the map.
I really liked this map because it\'s setting is different than the norm, and I think you\'ll like it too. Give it a go........
[b]CaNNoN[/b]

place on a spacestation\'s outside platform. Platform\'s run in all directions and are connected together. The ball is located in the middle, and you have to take it to the enemy base and toss it thru a giant fan with huge blades..
Graphics are very nice on this map, and weapon/powerup\'s are placed evenly throughout the map. Good Job!
[b][i]CaNNoN[/b][/i]

Loquara managed to push the limits of safe time travel as far as 100.000 years back in history. Head person behind this company is famous Loque who, after retirement from fighting in Unreal Tournament, succeed to organize quite few good ones. And historical events were his favorite. One thing must be known here. Non-mechanoid players in a time displacement are less precise, less alert and less strong, proportional to the length of displacement itself. Neandertalus was a prefect spot due to its natural conditions and surroundings.
The deathmatch is played under the pulsating effect of a double star system Capella, which was quite strong in prehistoric time. Interaction between these stars can produce forced gamma-ray bursts (high energy photon wave) that after 40 years of travel, through pure void, meet the particles from our world. The effect is visible right above as aura from another star. Aura itself contains millions of short living monoids that scatter through the atmosphere and slowly oxidizing on their way to the ground. A small amount of nerve-gas is produced in this oxidation. Acting like a nerve stimulants this gas highly compensates the time displacement effect, giving all players same conditions. Unfortunately Neandertalus is one of few places where the Earth’s magnetic field, the angle of gamma wave and the atmospheric conditions allow the monoids to reach the ground before they dissolve.
Neanderthals, on the other hand, used this cave purely as healing area. Their advanced tribal society repelled to any form of violence.
[/quote]
Also a survival guide is included complete with pictures! ~Ghost Rider

of the WhiteHades project they started to fund larger contruction plans. A few acres of land was purchased
to house a development area for the DNA manipulation of the WhiteHades model. The scientists were then attacked and sluaghtered by local militia and the base
has remained dead since.

side of the ship to the other, as you will be floating off into space and have a nice up close view of the moon.
I especially liked the soundfiles that came with it "Death is Irrelevant" was my favorite one! The only thing I would probably suggest to the author is to maybe have a few more weapon/powerups (just my opinion). Otherwise, this map ROCKS!!!
[b]CaNNoN[/b]

ammunition is created for each competition, however due to its limited shelf-life and reactivity with oxygen it becomes quite unstable and must be broken down into environmentally safe products through a series of chemical distillations in this facility.
The large boiler heats the disposed ammo along with
chemicals for neutralization. The heated material is pumped underground to the water-cooled pressure chamber for steam distillation
and then removed from the facility.
Numerous ventilation ducts keep fresh air in the facility to keep a toxic green gas from accumulating in the plant. Catwalks and observaton decks are present for monitoring the detoxification progress as well
as fuel tanks for powering the boiler.

and textures abound and help make one of the most visually compelling maps I've seen for UT2K3 yet.
The map manages to remain pretty while still maintaining some great old school style flow. Good Z axis fighting with multiple entry and exit points to every room add up to sure fire fun.
It is hard to explain the feeling that one has while playing this map. It almost feels like a spiritual successor to the Shane's original DM-Gothic...only, of course, with 10x more detail.
Great stuff![/quote] Sometimes I agree with Cliff and sometimes I don't. This time I agree. It's a great map with good flow and at first glance, bots seem to handle it ok. Look for a further review in the future.
~Ghost Rider

yourself.
The lower level contains knee-deep water and the elevator to get on the upper level. This map is much easier when played the insta-gib way, but more exciting when played without any mutators.

there. Man this map simply rocks. It is very well done. Even if the bots don\'t work very well, this is one map that is one hell of a show piece for what the UT2k3 engine can do. Only down side is the download is huge, but you can\'t have all this eye candy with out the pretty textures. I can\'t say enough about this map......You must play it now!!!!!

we're running low on the good coffee in the kitchen. It is cold outside and the bonus pack ain't done yet. Just when my mood couldn't get any worse along comes DM-Slam to make me a happy fellow.
Well, that and the fact that UNREAL 2 IS GOLD BABY!
Ahem. Back to the map. Some great Z axis fighting, and a great mix of custom with existing static meshes punch up the visuals a notch. This map is like the evolution of the Asbestos "factory" formula.
Go Aussie mappers! w00t[/quote]
Here is our review:
Let me start by quoting CliffyB “The architecture is a bit uninspired. I have taken ques from BR-Ice Fields DM-1-on-1 Alphu, DM-Asbestos and numerous other UT levels.” The map is adequate but for my taste, it borrows too heavily of prior maps. While the modeling is better than most, I would expect more from such an esteemed developer.
The map consists of a small bi-leveled indoor maze (the prison) and a small outdoor V or L shaped yard. Outside you will find a vehicle (the Bulldog) which at this time (since know one knows how to use it) servers no purpose.
The map runs an average of 65-70 Frames Per Second (FPS) in single player but dips to about 35–40 FPS during multiple online game play, with Highs in the 100 + range and lows in the 20’s.
No major problems to report, the bots ran fine and the map had no performance issues. Bot play was good but they have been reported as hanging up at times. The modeling was decent but the textures were not as crisp and clear as I would like. As I said, the map is better than most but not as good as I would have expected.
~ IconB ~

become over crowded quickly, it would be best suited for teams of three or less and is more base orientated than control point orientated. The map consists of; three large rooms, two regular 90° hallways, two hallways with windows looking at and leading to the bases and two large corridors each with to steel plate slides. There are two transporters one at each base that spawns to a nest overlooking the oppositions base don’t worry not much camping can be done do to the lack of space and spawn deaths. The inventive element comes from two corridors that have steel plates that slide from one end to the other (something you don’t want to get in the way of). The large hall has a large trap door that I’ve seen open but was never able to open myself I believe this door leads to instant death.
The bots play well for the most part. Around the base they are in a constant crouch (no big deal, more of a personal dislike) and they sometimes get caught in the crate element.
Over all I did enjoy this map when kept to two or three players per side. It’s a clean map that combines old and new elements. I hope to see more maps from this developer in the future.
~ IconB ~

hitch/snag in the top mozt tunnel with the sniper ammo, when heading away from the top room with the RL in it. But, this is a beta and that will probably be fixed in the final. It's a little dark over all in it's color scheme, it could use a little more lighting in a few places. Good map over all!
Click to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/8974.jpg[/img]

doorways/openings made slightly taller so it's a little easier to speed through them, but that's just me.
-Ghost Rider
Click to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/8922.jpg[/img]

outside edge of the map. It can be hard to get back up on to the map. I would suggest the author make a version 2 of this map that includes an invisible wall that keeps from going over and getting stuck. Otherwise I like the theme of this, a big rock floating in space and you slugging it out with another opponent.
Click to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/8856.jpg[/img]

platforms with the uber weapons. The skybox is awesome, which offsets the simplistic look of the rest of the structures. Still, a worthy space map, despite it's blatantly Quakelyness.
~PhilPhoenix
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/8776.jpg[/img]

kinds. Liandri has decided to
use it and the things that were left on the dock. [/quote]
it makes me think of the old joke
"I think you should consolt the ships physician"
"ships dock?"
"of course they do"
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8773thumb.jpg[/img]

pathing is great, they fight great, and the map looks really good, kind of a limbo-universe-in-a-box type feel, but the size is simply to great for its own good. Even with low grav, it still takes a fort night to get across the map, and then, once you get the flag, its all for naught, because all that open space, basically translates to sniped before you get to far from the base. A well designed map with possibilities, but way to large for its own good.
~PhilPhoenix
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8761thumb.jpg[/img]

much more fun than symetrical, as they avoid the "do the same thing, just twice" syndrome, and both teams have to deal with the same problems, so it's not like in CTF.[/quote][img]http://www.gamingfiles.com/screenshots/1/files_extra/8758thumb.jpg[/img]

looks outstanding, downright satanic at times. Half dismembered bodies, dead looking things on crosses, mood music and lighting, this maps got it all, so it definitely conveys the "pain" feeling to the player. The design of the map also brings pain on many levels, alot of clever z-axis action can take place, and the jump pads, if not used right, make you end up in.....well, pain, he he. However, this map does have its flaws. One of those flaws lies in the very same area I just praised, the design. The map is full of many unique areas that make for multiple paths to and from the flag, however, in some instances, parts of the level are spaced wrong. a staircase, thats right in the middle of an action zone for example, will stop you dead in your tracks as you bump into it and jump onto it, leaving you wide open to be ripped apart. This can easily be countered by using low gravity, but it takes away from this maps feeling of impending danger. As far as bot play goes, the bots are iffy. Some run/persue/shoot quite intelligently, while others, stand in one spot, in groups, at the flag and wait. However, with human teams, large ones, this map does indeed get painful. All in all a solid CTF map with clever level design and loads of atmosphere. Definitely one to add to the rotation.
~PhilPhoenix
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8751thumb.jpg[/img]

abord the ship and as happens in these types of sci-fi locals , everyone has now gone mad!! I just hope you have what it takes to last, so someones lives to fix the ship.
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8750thumb.jpg[/img]

I've had since the days of Quake 2. Basically it's just a very long verticle tube with bases put at equal distances from each other. Smaller tubes on the outside contain teleporters and lifts for getting around. I've thought of doing this as both a skyscraper and an ancient castle but finally I settled for the hightech space-station like design it is now.[/quote][img]http://www.gamingfiles.com/screenshots/1/files_extra/8747thumb.jpg[/img]

whole level is very tight, and has some great z axis action going on. Textures look great, and throughout the whole map you will see the work that has gone into this map. Suspension of reality is very strong here. The ambient sounds, the claustrophobic hallways, steam hissing from overhead pipes; all of this makes for one hell of a DM. The core area is beautiful, both in look and sound, and the spacing of the walkways is perfect for double jump short-cuts. There are also a few nice areas to hang out, catch your breath, and frag any passing suckers (not that I would ever dream of camping!). My only complaint is the lack of any real open areas. This map can be a bit to close for comfort, and spammers will have a field day with the Flak Cannon secondary fire. Overall though, this one is a keeper. Flow is great, weapon placement is top notch, and gameplay is solid.
~rAzOr~
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8471thumb.jpg[/img]

is the sequel of 'dm-EgyptByDay', which is not finished already... reasons will come with .txt file when it will be out. I've especially polished my terrain to get the best gameplay I could give with this map.[/quote][img]http://www.gamingfiles.com/screenshots/1/files_extra/8466thumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8466athumb.jpg[/img]
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8466bthumb.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/8466cthumb.jpg[/img]

place. The world has moved on, and corporate execs couldn't care less: The holy refuge makes an excellent backdrop for popular firefights.
It's a cave, dammit!
[img]http://www.gamingfiles.com/screenshots/1/files_extra/8453thumb.jpg[/img]

power-up's scattered about. The two indoor areas are where this map starts to flag. The collapsed mine shaft is nothing but a small tunnel terminating in a dead end. This really hampers the flow of the map. I could see this working if there was a valuable pick-up in there, but the small amount of ammo and a few health vials hardly make the trip worth it, and the fact that the Flak Cannon is right outside the entrance make this nothing more than a pointless death trap.
The second indoor area seems to serve no purpose at all. I not sure what kind of mining facility has a large sky-light, but there it is. The two lifts have a very annoying delay before they activate, and due to the low ceiling, lift jumps are out. I tried multiple times to run in, lift jump to the Lighting Gun, and zap any sorry bastards who might be following, but between the delay on the lifts activating and hitting the ceiling, this was a waste of time. This also really hampers the flow of the map. So much more could have been done with this. A larger mine shaft leading to an underground cavern and a warren of branching tunnels, a control station with rusted out abandoned mine equipment, you name it. If the author is going for a small 1-on-1 style, then flow is key to keeping the action fresh. This map is a great starting point, but much more is needed.
~rAzOr~
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[img]http://www.gamingfiles.com/screenshots/1/files/8366.jpg[/img]

you will need to committ suicide to get out. It would have been nice of the author to leave a grenade pack to aid you in this. It would be very easy for a skilled player to dominate an opponent in this map. Also having a greater variety of weapons might have been better (replacing one of the gatling guns with the link gun maybe). No misaligned textures and good use of the fog effect. All in all not a bad effort for a simple map.
As usual, take the ut2 file and put it into your Maps directory and the utx file goes in the Textures directory.
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[img]http://www.gamingfiles.com/screenshots/1/files/8364.jpg[/img]

fast enough to get their own Bulldog. Yeeeha!
On another note though, it is possible to get your Bulldog stuck on some of the steeper terrain and since I can't seem to find a way of destroying a Bulldog, it gets stuck. There is also at least one place on the corner of one of the mountains that when I slid back down after losing forward motion, that my right rear tire got stuck and clipped below the level of the floor of the map. One other thing to note, the Bulldogs aren't true 4x4, when I got stuck, only the rear tires turned instead of all 4. But that is an issue with the Karma design of the Bulldog (made by Epic or DE) and not the fault of the author. I suspect there is a way to make a true 4x4 with power to all 4 wheels.
-Ghost Rider
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Weapon placement is good and ammo placement is intelligent. I think there could be one or two more health powerups, but smarter playing may eliminate that need. :D
Overall a very fun map. Will you make a deposit or a withdrawal from the Bloodbank?
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[img]http://www.gamingfiles.com/screenshots/1/files/7929.jpg[/img]

surrounding ramparts, and a network of tunnels running underneath it all. There are some nice touches here and there, with some original brushes, pools of blood, and good lighting. There are also a few flaws. The lower areas are far too claustrophobic, some of the textures need work, and the ramparts are far to dark. Weapon placement is fine, but some of the power-up's are too easy to access. The author has also included some custom music. It's very gothic/darkwave, and again, it will give you some flashbacks to older games. "Castle V.- Symphony of the Night" on PS was the one that came to my mind. A nice map, but it feels a bit dated, this one would be more at home in UT.
~rAzOr~
[img]http://www.gamingfiles.com/screenshots/1/files_extra/7835thumb.jpg[/img]

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This is the author's first work, and I have to say I was impressed. This map sports a very simple layout and design that incorporates many parts of other maps I have seen in the past. Very linear in nature, and without much flourish, the author none-the-less manages to make a very fun map to play. The two bases are fenced off areas containing teleporters and weapons, and are connected by a series of walk-ways. There are some areas that could use some work. All weapons spawn in each base instead of being spread around the map, and there is a weapon spawn point that is empty (the link gun in the red base). The upper and lower walkways need to be balanced off some. The upper path is narrow, gives no room to maneuver, and only offers adrenalin and health. The lower path is wider, has rails to prevent falling, and three armor pick-up's to boot. The spiral staircases in each base tend to kill the feel of the map. Lifts would look better, and may add to game flow by allowing access to the top path via a lift jump. The map needs some work, but it is still great to play. I see quite a bit of potential here for a very solid CTF level.
~rAzOr~

towards the outside of the map. But if you play with something like 30 bots that doesn't matter (seeing as there are only four corners).
[img]http://www.gamingfiles.com/screenshots/1/files_extra/7793thumb.jpg[/img]

few days I hope :)"
Kinda big DM map with lots of potential. Even though its just the beta its still alot of fun. I can't wait to see what else he's gonna add.
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[img]http://www.gamingfiles.com/screenshots/1/files/7217.jpg[/img]

single player mode and twisted a little to make a battle areana. The map should be a fun map for 2-6 players. There are multiple big weapons and a pretty good setup for sniper attacks.
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[img]http://www.gamingfiles.com/screenshots/1/files/7097.jpg[/img]

variety into the mix. Plenty of sniper and translocator kills to be had. The map flows really well, you never find yourself in a dull spot. With six to ten players on each team, human or bot, this map is alot of fun.
~PhilPhoenix
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[img]http://www.gamingfiles.com/screenshots/1/files/7688.jpg[/img]

is not really all to much to say about this map. The weapon placement is fine, bots do great, and the textures look ok. Technically, I can find no real flaws with this map. However, with all the new methods of playing Bombing Run (DeathBall, HappyFunBall, ChaosDoubleRun), and the many standard arena style BR maps already widely available, this one elicits no special notice. In real life, an open field is used for any number of sports, and it works well. Just one problem... in real life you don't have a Jugg armed with a Shock Rifle combo-ing your butt from endzone to endzone. This is fine work, but it fails to bring anything new to the game.
~rAzOr~
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[img]http://www.gamingfiles.com/screenshots/1/files/7687.jpg[/img]

surpasses his previous work. Both of these maps are listed on CliffyB's Ownage, and it's real easy to see why.
This is a medium sized bowl with a small frozen river at the base. A graveyard, small Stonehenge-ish rock formations, and some great bridges dot the landscape. The custom brushwork in this map is awesome. The gravestones and wrought iron fences look simple but effective. It's great to see such attention to small details, as it's these small details that really give a map that "finished" look. The bridges, terrain, and walkways give this map great flow, but don't look for much on the y axis. Weapon placement is perfect, being spread out enough that you will have to work to get the good stuff, but not have to fight too long with your Assault Rifle. There are some great overlook points for snipers to go to town, but Flak Monkeys will have no trouble sneaking up on these points to give some hot flak lovin' to any dirty campers. The only place I could find fault, and believe me....I had to look hard, was with the lighting. The whole map has an "American Gothic" feel to it, and the bright spot-lights tend to seem out of place with the surroundings.
This map show's that it is truly possible to have both eye-candy and playability in one great package. Hayden has made a map that is a blast to play, and will have you doing multiple fly-by's to look at everything there is to see. I can say without reservation that this is one of the best end-user maps I have seen for UT2K3 as of yet. As authors like Hayden get more and more experienced with UED 3, we all benefit from the great maps sent our way. You should download this one, no question about it.
~rAzOr~
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50,000 polygones in those rooms a good PC (1.4 ghz+ and Geforce 4) should render those rooms fairly well.
Even tho it seem to run fine on my roommate PC (900mhz Geforce 2 Mx440).[/quote]Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/7577.jpg[/img]

haven't played Halo, this map is pretty much a straightened S shaped path, with red and blue bases at the opposite ends. Bots play really well on this map. Map player count is recommended. It's fun, but it loses something in the transition. Still though, good CTF map.
~PhilPhoenix

map layout is familiar, but only adds to a great idea. The pillars and center area seem a tad out of place, especially with molten lava flowing into what looks like a cool bay. Maybe a waterfall or a water fountain would fit better. Also, the lava will not kill you. Must be that new "cool" lava I have been hearing about : )
Weapon layout needs some work, as there are 5 superweapon pickup's. That leans towards overkill in a map this size. Other weapons and power-up's are also in abundance, but sometimes too close together. There are also some item spawn points that don't spawn anything. Sadly, frame rates hovered at about 20-25 AvgFPS, this is something that should be looked at by the author.
This is a great looking map, and playability is definitely there, but there are a few glitches that need to be worked out for this map to really shine. I would love to see how this map shapes up in future revisions. ~rAzOr~
[img]http://www.gamingfiles.com/screenshots/1/files/7410.jpg[/img]
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quite a bit to game play as you can't get the feel for your opponent's base by running around yours, and it helps add some challenge to a match. This can also hurt a map due to poor balance. For example, one team having an unfair advantage because the base is more secure than the other. Some might find that this is the case with this map, while others may learn to take advantage of what they have to work with. The red base is your standard fair, and very easy to defend. The blue base however, may seem poorly built because the flag is sitting out in a wide-open pavilion. This is far from the case, as I found out. The open area in front of the blue base may seem easy to assault, but all that open space serves as a nasty kill zone. Even if you manage to get to the flag intact, you still have a lot of ground to cover before you're home.
I had a slight problem with the weapon layout. The weapons of UT2K3 tend to be close to medium range, and aside from the Shock Rifle and the Sniper Rifle, many weapons suffer in accuracy and effectiveness over very long distances. While the Shock Rifle is here in abundance, the Sniper Rifle is only found in one remote location and without ammo. I also would have liked to have seen the 'deemer and Ion Painter make an appearance. There are some small clipping issues, but nothing that will bother the casual eye, and frame rates were solid for a map this size. There are some mystery jump pads that tend to launch you around the map, but they do more harm than good.
I would like to close this review covering what I think is this maps strongest point....the sound. The author made incredible use of ambient sound. Howling wind in the passes, tinkling chimes in the temples; it all adds a new level to this map. If you have even a halfway decent sound card and speakers, you will love this map. I hope more mappers start to make better use of ambient sounds, eye candy is not everything. A solid job, and even more so due to it being the author’s first map, give this one a look.
~rAzOr~
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[img]http://www.gamingfiles.com/screenshots/1/files/7336.jpg[/img]

to learn
as much as I can with Uned3.0. I have learned a bit but still have a long way to go. Hope you like it.[/quote]
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[img]http://www.gamingfiles.com/screenshots/1/files/7328.jpg[/img]

- HolyShit" so as not to disclose player locations.
- Various Background sound changes
[b]Improvements in 2.0:[/b]
- The maps own unique static mesh file so as to not conflict with other maps using the original SC-Intro_Mesh file.
- Announcers will not overlap when background sounds recycle after approx. 20 mins.
- Music changes after background sounds recycle - approx. 20 mins. (Great for matches set at 20 mins for heightened atmosphere in the event of Sudden Death Overtime)
- Got rid of straggling fans under stands
-----
Little is needed to introduce this map. Look at the screeines, and remember the first time you started UT2K3. This map is a conversion of the intro cut-scene into a standard DM map. I say standard, but this map is anything but.
Some serious detail went into developing this, and it shows. This thing reeks of style. Great attention to detail brings this map to life. From the pyrotechnics, to the great placement of the 'deemer, to the announcer, to the crowds, ...I could go on and on. You can't help but drool when you play. As for that, gameplay is fast and furious. From the confined underground area, to chasing an errant bot through the crowd with flack flying, to getting on the center platform and rising above the crowd. And as for secrets......well, lets just say the author outdid himself, but I'll give you a few hints. Hit the "u" key to get the center platform to rise, it will come back down on it's own, just listen to the crowd counting down. As for the rest of the goodies, you're on your own...but keep your eyes open.
Weapon placement is great, with the standard fair being easy to lay hands on, but the good stuff will require a bit more effort to obtain. The one problem I had was with the lifts. Use some caution, as they can gibb you quick if you are not in the center. All in all, this map is a great combination of playability and eye candy. Download it, and I am sure you will concur.
- rAzOr
He he he, in all your excitement rAz, your forgot to give this map a rating. Don't worry, I want a piece of this map too, so I'll do that for ya ;) Like he said, this maps got flash bang boom and alot of it. Heck, first time you come up the lift and trigger the pyro, gives you a good old fashioned feeling inside. This map is great for 4 to 6 players, although, with all the crowd space, theres room for more. This map raises the bar.
--PhilPhoenix
[i]The following screenies were taken on Pro-Filer's crappy P4 1.3 - 256 RAM - GEForce3, all settings are on high, and I do mean ALL settings. Running at 1024x768 32 BIT. Full size screenies are sized down to 800x600. That's why I got such crappy FPS as you can see in the screenshots. Anyway, enjoy them![/i]
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[i]Coming soon: Special Edition![/i]

map build for at least 8 or more Players. There are some
different rooms like in a big pyramid with some surprises (so try to find out and don´t loose the ground under your feet!!!).[/quote]
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[img]http://www.gamingfiles.com/screenshots/1/files/7237.jpg[/img]

added.
Mid-sized DM map with two rooms and a hallway connecting them. One room has a lava river while the other has more industrial machines. The hallway is ripe with sitting duck potential.
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[img]http://www.gamingfiles.com/screenshots/1/files/7159.jpg[/img]

bots are pretty mean in godlike mode. Looks as if it's the authors first map too! Give him feedback at ICQ# 100666875
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[img]http://www.gamingfiles.com/screenshots/1/files/7151.jpg[/img]

walkways that connect them. The structure of the map allows for alot of z-axis killing. I'd suggest 4 or so people on each team, to keep things from getting mindless. Great little map with a cool theme.
~PhilPhoenix
Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/7204.jpg[/img]

There is a lake, but not only is it frozen over, it also gives the feeling of the water level being a bit low. Rocks poke up from the surface of the ice, and bridges span between outcroppings. What can I say, this map lives up to it's title. The goals are nicely set up because you have to work to get at them. I like to see a more of a challenge than just "run-up and jump on in". With all of the "Rough Terrain" and a difficult goal, I really expected bots to have a hell of a time. Not so, as bots not only do very well, but will offer a damn good match on many levels. Weapons are nicely spread out, and both super weapons (or crowd pleasers, as I like to call them : ) are here for your pleasure. Ok, enough of giving the author a swelled head. Frame rates could be better, but with the size and weather, I can't complain too much. I would love to have slippery ice, and I would be really impressed if some of the bots fell on their posterior, butt let's be realistic. For most parts of the level, the moon provides the only lighting, and in some places the shadows don't line up quite right with the light source. That's about it. Overall, The Crow has put fourth an outstanding map. Download it, I am sure you will agree.
~rAzOr~
There is also a CTF version available [file="7200"]here.[/file]
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[img]http://www.gamingfiles.com/screenshots/1/files/7201.jpg[/img]

all sides, right down to the swimming sharks, albeit the colors are different and the like. Everything looks great and smooth for what its worth. However, as a CTF map, this fails to please. The simple design, plus the fact that the room is so small, makes any match with more then 2 people on either team little more then hold down the fire button while running. It's more suited towards being a Deathmatch map then a CTF map.
~PhilPhoenix
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[img]http://www.gamingfiles.com/screenshots/1/files/7188.jpg[/img]

mostly outdoor level, based on ...well, yes, Mars. The outdoor area is huge, and the author has placed Bulldog spawn points for some GTA/UT2K3 crossover action. If you have not had the chance to mess around with the Bulldog yet, this is the map for you.
The cunning placement of teleporters means that even on foot this level is easy to navigate. It's big enough for vehicles, but not so big that players feel dwarfed when hoofin it. Also, the many obstacles mean that drivers will need to hone their skills, and ground troops will have cover so they don't get flattened. The bases are very well designed, and fit flawlessly with the overall tone of the map. I love the use of the window to see into each base from afar. I would have liked to see the bases better marked with each team's colors, however. I was happily surprised at the frame rates; with the level this size I expected worse, but they are more than playable. Bots do fine, but humans may be preferred due to the Bulldog. Bots just don't seem to know what to make of it, and only seem fit as speed-bumps. Weapon placement is great, and seems well thought out for a map this size.
The thing that stands out most in my mind after playing this level quite a few times is the many original things I saw done here. The seamless integration of the bulldog is one, but there are some really great things to see in this level. Instead of relying on a "one-trick-pony" with the bulldog, Bucky has built a solid level that will push for teamwork and add vehicle tactics to your list of things to master. Of all the CTF maps, this one is special, and should be on your download list.
~rAzOr~
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[img]http://www.gamingfiles.com/screenshots/1/files/7181.jpg[/img]

blackness, cracking your neck on a handful of steampipes on the long way down, lets see how you feel about Hypsophobia...
Here is a quote from the CliffyB 0wnage page about this map:[quote]Upon viewing the shots of this map I thought "Well, it looks OK, nothing amazing. I'll download it and give it a go regardless."
Well, I'm really glad that I did, because this is a good looking, solid, fun map that everyone out there should check out. Ed has taken the static mesh set used in Orbital and bent, twisted, and rearranged it into a medium sized house of fragging fun.
The layout is very much the classic DM "figure 8" setup, with looping hallways and catwalks that provide a nice amount of vertical gameplay. That's a plus +10 in the CliffyB book of Deathmatching, my friends, take note. Any time you give me a map where I can hang above the n00bs and spray flak death on their still-wet-behind-the-ears heads I'm happy.[/quote]

having fun in the process. With the holiday season quickly approaching, I thought it would be a good idea to get it out a little early this year and extend the Xmas cheer a little longer.[/quote]Whoa, this map looks insanely good, and for that alone you should download it, now!
Review coming soon!
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[img]http://www.gamingfiles.com/screenshots/1/files/7152.jpg[/img]

storming it taking one of the various paths you can take. The map is pretty much a mirror image of itself on either side, give or take a pumpkin, tree or two. However, there are some bugs in this map that detriment from the fun. Theres this odd bug in the map that causes the game to randomely drop a graphic*example, you load, and your assault rifle is grey, un painted, or you load again, and one of the ammo boxes is grey and unpainted*. Also, weapons, especially the biggies, like the redeemer, have this habit of going netherworld into a map hole.*an example, firing a redeemer rocket at a pumpkin, and the rocket goes into a null spot inside the pumpkin, and effectively disappears*. As far as presentation goes, this map is a mixed bag. The theme and overall look of the map effectively conveys the halloween spirit, but its brought down by technicalities. Light sources are the bane of this map, especially inside the jackolanterns, which were obviously "pieced" together when this map was made, because the light breaks up into lots of "angles" on the floor and such, giving the rest of the map a smooth feel, and the jackolanterns, which are a landmark for this map, a broken, disjointed feel. This map also comes with its own music, "wallflower" something or other, its ok music, don't know how it fits with the halloween theme though......Anyways, the map flows ok, bot play is spotty, as they tend to be braindead runners, however, human play gets quite interesting, with all the nooks and crannies and the open structure of the map. So, despite its flaws, it's still an enjoyable medium sized CTF.
PhilPhoenix
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[img]http://www.gamingfiles.com/screenshots/1/files/7132.jpg[/img]

changed and new ones added.
Game play is alot more fun and exciting now!
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map we've all come to love, plays great, albeit, its a little smaller looking, due to the new engine. All of the weapons are in the places they were before, or there equivalents for that matter. And the bots pathing, wow, the bots will kick your butt but good. Again, so will any self respecting UT Vet on this map. I suggest a player load of 6 to 10 for guaranteed fun. What can be said, its a perfect port of one of the best maps in UT's history, download it now, or be shamed! --PhilPhoenix
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[img]http://www.gamingfiles.com/screenshots/1/files/6375.jpg[/img]

;-)
The only thing not in place is the Bot Paths seeing most people will want to play this map online.[/quote]UT's Facing Worlds in the style of UT2003, very nice!
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[img]http://www.gamingfiles.com/screenshots/1/files/7119.jpg[/img]

part, this map is balanced, relatively same design on either side, however, red has a "straighter" run to the flag then blue does. Bot play is solid, they go the the shoreline bombard you while some go for the flag. It should be noted, player count should be kept around 4 or so on each team, anything more, and the map starts getting mindless due to the design and size. A fast and furious little CTF.
~PhilPhoenix
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[img]http://www.gamingfiles.com/screenshots/1/files/7118.jpg[/img]

he based it on a Quake map, and it shows, right down to the jump pads and the default"super shock rifle" on the map, which effectively can turn this map into a full on rail whore....errr, Quakey map, he he. The map looks great, lots of different lighting is used on different areas, so you don't feel like your running through stale hallways. The map plays well, with the multitude of paths to take, a large team playing as a team is a must. And the bots play this map very well, albeit, they do get caught up on some jump pads, which almost seem bugged at times, causing you to crush yourself occasionally. However, the larger gripe with this map is not so much the jump pads, as its ultimately Quake design. The flags are both in alcoves in the wall, that either require jumping, or hitting a jump pad to get to them. This can cause un abnormal ability to camp the flags, and really detracts from the fun when people catch on. Design flaw aside, its still a good map thats worth playing.
~PhilPhoenix
[img]http://www.gamingfiles.com/screenshots/1/files/7116.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7116bt.jpg[/img]

players, I can\'t imagine how we used to fit 8 people in here back in the day. Still, it was a good excuse to dig unrealed out and get back into the flow of mapping in preperation for soem fully original maps.[/quote]Any ut fan boy that starts flaming quake will be banned :) Nice conversion :thumbsup:
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[img]http://www.gamingfiles.com/screenshots/1/files/7090.jpg[/img]

before falling in the pit for effect!
Story: Unreal Tournament had been proud of its winners. But the losers have to pay the ultimate price. All losers SENT to go to the Slaughter Pit. Here they have two ways to die.
One; they can fall down an extremely painful pit and break every bone or
Two; go down a pit where they will see trophies that they could have won then end up in a long pit fall.
Kewl stuff :)
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[img]http://www.gamingfiles.com/screenshots/1/files/7089.jpg[/img]

course you can try to play more but it can get a little crazy. Bot waypoints have been added if you wish to play with bots.
The name 'Trousers' is not related to anything in the map, i just couldn't think of a name so i thought this one sounded funny. Thank you for downloading my map and I hope to make more maps in the future.[/quote]Check out http:// www.vicanin.com/ut2k3 for more screenies!
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[img]http://www.gamingfiles.com/screenshots/1/files/7088.jpg[/img]

season quickly approaching, I thought it would be a good idea to get it out a little early this year and extend the Xmas cheer a little longer.
IMPORTANT NOTE: This map was expressly designed to be run on Low Gravity servers. Many of the verticals are based on the height of the Low-G double-jump. The size of Acid Pipe Xmas is intended to be an offset to the power and very long range of the new Translocator in Low-G. If you run this maps with the bots set to "Adept" or above, they will use all of the Jump Spots and translocate points...and most likely kick your behind in the process.[/quote]Well, how do they say it? Better early then nevr? :D
Review coming soon!
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[img]http://www.gamingfiles.com/screenshots/1/files/7086.jpg[/img]

reason is for this a long long time ago I had started a ctf map that was for UT1 but I had a system failure and lost a custom texture file in it and the map rendered useless. So this will be ][ and now is the reason why I always embed my stuff right in the map![/quote]Click here to Enlarge
[img]http://www.gamingfiles.com/screenshots/1/files/7081.jpg[/img]

deep caverns and dark ravines perfect for mining Adamantium ore, they also provide the perfect proving ground for the spectacle know as Bombing Run. But don\'t worry, it\'s \"No Contest\" really. There are no winners, only losers! And they\'re dead.
A terrain ctf map with a bit of a twist. First of all it is NOT mirrored. There are 3 paths to the blue base, but only 2 to the redbase. Also the teams do NOT spawn at they\'re respective bases. Instead they spawn away from them. To help balance this \"remote spawning\" there are teleporters \"near\" the spawns that take you \"close\" to the respective bases. There are also teleporters near the bases that take you to the roof of each base where you\'ll find different types of sniper paraphernalia(which means you do NOT need a translocator to be an effective player).
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[img]http://www.gamingfiles.com/screenshots/1/files/7078.jpg[/img]

the idea of a map that is not just "mirrored" over to make a CTF or BR, but sometimes this can really hurt the balance. There are teleporters spread over the map to make up for this, but while the red base is a good distance from anything, the blue base is spitting distance from both the red spawn area and the ball spawn area. Bot pathing is far from complete. I could not get them to score on any difficulty level, and they only take one route to the base. The map looks good, but I found that it looks even better with the fog gone, as this really brings out the lighting effects. Sadly, disabling fog will cause a drop in frame rates. This is a great map, and I wanted to love it more than I did, but some small areas may need just a bit of improvement. A great effort overall, but your view of it may depend on whether you plan on runnig this by yourself, or if you can find it on a server.
~rAzOr~
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[img]http://www.gamingfiles.com/screenshots/1/files/7077.jpg[/img]

way to the top, but if whoever gets there first gets the special prize at the end :D
It might even improve your jumping/moving skills in deathmatch/ctf/bombing run, who knows?
[b]Note:[/b] This is really only the first room of the map the author is still working on... He plans to have 3 more big rooms with different puzzles / obstacles in them (something involving the bulldog..? :D) so it\'s 25% complete.
Well, I must say cool map so far, It\'s quite a challenge to get to the top as fast as you can no matter how good you are :thumbsup:
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[img]http://www.gamingfiles.com/screenshots/1/files/7067.jpg[/img]

large room (it's cooler then it sounds honestly.
[b]Added since Beta2:[/b]
- Redid all lighting on the level. 20x better now (trust me).
- Added new platform for Super Shield.
- Added loads of Emitters.
- Re-textured some area's.
- Added loads more Eye candy (everybody likes eye candy!!!)
- Used Anti-portals where possible.
- Gantry's no longer see through (so i could put Anti-portals in some of them to help system performance). Also makes it more challenging to track somebody across the level.
- Added Sounds and Music.
- Jump pad added next to Double Damage (nice Emitter fun ;) meaning bot don't get stuck anymore.
- Removed some chains and other static mesh's that obstructed flow.
- About 1,000 other bit's and pieces.
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[img]http://www.gamingfiles.com/screenshots/1/files/6452.jpg[/img]

or those times when you want to get your ass handed to you on a silver platter by bots.
The author tried to keep the feel of the game the same by keeping the Rocket Launcher the dominant weapon. All the other weapons are short-range ones that pack a punch.
The inclusion of the Lightning Gun was to make one other weapon long-ranged. However, because of the small, fast-paced nature of this map, there is no additional ammo for the Lightning Gun.
Each person gets 15 shots...unless you pick one up off someone's corpse.
[img]http://www.gamingfiles.com/screenshots/1/files_extra/7064a.jpg[/img]
[img]http://www.gamingfiles.com/screenshots/1/files_extra/7064b.jpg[/img]

cell shading!
CTF-Cell is a mock of the widely popular cell-shading rendering techniques. Awesome job, to bad it lacks bot paths :( but other than that :thumbsup:
[img]http://www.gamingfiles.com/screenshots/1/files/7030.jpg[/img]
[img]http://www.gamingfiles.com/screenshots/1/files_extra/7030at.jpg[/img] [img]http://www.gamingfiles.com/screenshots/1/files_extra/7030bt.jpg[/img]